As far as I see it we can spam out orbital cleanup quickly next plan when money is tight and dice are available. There is nothing cleanup would unlock right now that would fit into our tight orbital schedule anyway.
I think there's a fair chance of being able to get a phase of military support satellites out, especially if, as I hope, that turns out to be a Military project for the Space Forces.

Do we actually need Emergency Electronic Resources Reallocation in Q1?

Almost all plans have it, but don't use Cap Goods in Q1 AND Almost all plans have a high chance of Nuuk reaching stage 2 (and have a 100% chance of it coming online in Q2).
If I understand correctly, effect from Reallocation is instant, so even if Nuuk doesn't reach stage 2 we can safely activate reallocation in Q2 and start spending Cap Goods in Q2.
So, personally, Reallocation in Q1 seems... unneeded.
Remember. One nuclear-tipped cruise missile hits North Boston and we're down about -31 Capital Goods production overnight. We really, really want to do absolutely everything in our power to ensure that the Capital Goods reserve is large and healthy.

I think it's worth it.
 
[X] Plan Rails To The Front
[X] Plan Putting the foot down
[X] Plan Putting the foot down with guaranteed fortresses
[X] Plan Global Offense Initiative
[X] True Steeel Rein
 
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.
Running the numbers, we're going to very quickly need the next two phases of fusion reactors unless we want to use Tib power for the war machine instead. One phase after all our currently planned expenditures through Nuuk 3 leaves about a dozen power, which is all of 2 shipyards (if that) and no Wingman factories. We're going to need Phase 6 fusion by Q3 anyways so overkilling Phase 5 next turn isn't wasting any points as far as I'm concerned. 10 dice in HI next turn, 5 fusion/5 Nuuk, is a very reasonable spread to plan around IMO so I disagree that we're going to have trouble getting both Nuuk and fusion power. This specific turn we need free dice in Infra to support the offensive but things will slow down significantly in later quarters and we'll have the free dice we need to crank out HI projects really fast.

We need Blue Zone Aquaponics Bays, not an increase in stored food that comes at the price of significantly denting our overall food surplus.
Not yet we don't. We probably will, a few turns in the future, but 14 points of food is still a significant amount of food and in the meantime the politicians still expect us to be seen making progress towards our Plan targets. BZ aquaponics are cheap enough to do the turn we actually find ourselves needing them, we're not going to use up 14 food in one turn even if the refugee influx is 5x the size of the worst peak of the last wave. In the meantime, laying in the reserves that we're still under orders to lay in will get the politicians off our backs about Plan targets a little bit in a way that's still hedging our bets for the war. At least it's not kudzu or something.
 
2nd draft of my Global Offense Initiative Plan, for people to review and modify.

[ ] Plan Global Offense Initiative
Infrastructure (6 dice +3 Free)
-[ ] Yellow Zone Fortress Towns (Phase 4), 6 dice (120 Resources)
-[ ] Rail Network Construction Campaigns (Phase 2), 3 dice (45 Resources)
Heavy Industry (5 dice +3 Free)
-[ ] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
-[ ] Emergency Electronic Resources Reallocation, 1 die
Light and Chemical Industry (5 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 4), 2 dice (40 Resources)
-[ ] Medical Supplies Factories, 3 dice (60 Resources)
Agriculture (4 dice)
-[ ] Strategic Food Stockpile Construction (Phase 2), 4 dice (40 Resources)
Tiberium (7 dice)
-[ ] Yellow Zone Tiberium Harvesting (Phase 6), 7 dice (140 Resources)
Orbital (6 dice)
-[ ] GDSS Enterprise (Phase 4), 1 die (20 Resources)
-[ ] Orbital Cleanup (Stage 8), 1 die (10 Resources)
-[ ] Lunar Rare Metals Harvesting (Phase 1), 4 dice (80 Resources)
Services (5 dice)
-[ ] Neural Interfaced Operating Theater Development, 1 die (20 Resources)
-[ ] Prosthetics Deployment Initiatives (Phase 4), 1 die (20 Resources)
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)
Bureaucracy (4 dice)
-[ ] Security Reviews (Bureaucracy), 2 (+1) dice
-[ ] Make Political Promises, 1 die

Resources Available: 930
Resources Spent: 930
Resources Remaining: 0

Infra and Tib are all about supporting Operation Steel Vanguard. Fortress Towns, Rail links, and YZ Tiberium Harvesting to push the front line as far forward as it can go.

HI is building Nuuk, but also turns towards doing the emergency electronics. Maybe it won't be needed, but given that Cap Goods is our main point of vulnerability right now, what with the low stockpile, I'd rather have and not need than need and not have. And we've got a huge surplus of PS to burn anyway.

LCI goes for the Health and the remaining dice start on Reykjavik. Agriculture builds up our Strategic Food Stockpiles just in case they end up being needed. Next turn we'll kick off some BZ Aquaponics.

Orbital does the Rare Metals Mines, starts up Enterprise, and 1 die on Orbital Cleanup as a cost-cutting measure. Services finishes Prosthetics and checks out this new Neural Interface option that's liable to give us more Health.

Military is a slew of development projects, doing one Apollo Factory, and finishing up the 2nd Phase of OSRCT.

Bureaucracy does Security Reviews on itself since it's been a while, and the last die goes on Political Promises while all the newbie politicians are easy to convince to give us PS for minor things.
I don't see why 2 Food in reserve for -4 Food is more valuable than +6 Food income of aquaponics, that does not make sense to me. It even costs more dice. Reserve is for when demand spikes or our farms are destroyed, or I suppose if logistics links are severed, but all of these are helped by just producing more in more places too.

You can use a single Tib dice to finish Intensification of Green Zone Harvesting, which besides providing income and mitigation cheaply also supports Steel Vanguard.

I doubt that Lunar Rare Metal Harvesting will provide the same -10 to needed progress of other lunar mines that Heavy Metals did, given how its less than half the cost. I expect -5, which does not enthuse me much for the option given the miniscule Resource income.

Lots of unused Service die. You could swap the neurohelmet surgeries for two sports die if no more Rs can be found. Orbital Cleanup is always nice so long as we can afford it with our pile of promised space stations and mines.
 
Running the numbers, we're going to very quickly need the next two phases of fusion reactors unless we want to use Tib power for the war machine instead. One phase after all our currently planned expenditures through Nuuk 3 leaves about a dozen power, which is all of 2 shipyards (if that) and no Wingman factories. We're going to need Phase 6 fusion by Q3 anyways so overkilling Phase 5 next turn isn't wasting any points as far as I'm concerned. 10 dice in HI next turn, 5 fusion/5 Nuuk, is a very reasonable spread to plan around IMO so I disagree that we're going to have trouble getting both Nuuk and fusion power. This specific turn we need free dice in Infra to support the offensive but things will slow down significantly in later quarters and we'll have the free dice we need to crank out HI projects really fast.
Hmm. What's your breakdown of our currently planned Energy expenditures? Like, what's the list?

Not yet we don't. We probably will, a few turns in the future, but 14 points of food is still a significant amount of food and in the meantime the politicians still expect us to be seen making progress towards our Plan targets...
That's what I've got the freeze-drying plants for. Besides, if we end up growing more Food than the refugees need, we can just store the extra.

The politicians have said nothing about how far we are from the Stored Food target. It's not like the Capital Goods target where the narration is starting to glare at us and growl ominously.

Also, yes, it's unlikely that we'll burn through our entire Food surplus in one turn, but why not plan ahead? My point isn't that we need the Food now, it's that over the course of the next 6-9 months, we're gonna need the Food. It's predictable. We're gonna need the Food more, and sooner, than we're gonna need the Stored Food, and storing more food actively reduces our total Food surplus.

Remember that having only something like +3 or +4 Food means everyone has enough to eat... but that realistically, some poor fucker is stuck eating fungus bars. Not where we want to be if we can easily avoid being there.

Basically, we know our population is going to increase, so we might as well expand food production now, rather than just randomly stockpiling more canned goods and literally eating into the very food surplus that's going to feed the refugees. By the end of the plan, we need to have enough food surplus to support both the refugees and sustaining the stockpile anyway, so why not prioritize the part that's actually kind of urgent over the part where the politicians barely seem to care?

I don't see why 2 Food in reserve for -4 Food is more valuable than +6 Food income of aquaponics, that does not make sense to me. It even costs more dice. Reserve is for when demand spikes or our farms are destroyed, or I suppose if logistics links are severed, but all of these are helped by just producing more in more places too.
To be fair, we DO have a requirement to hit 20 Stored Food by the end of the Plan.

But the problem is that this is not the time to do so. We need to be putting more Food into circulation by expanding production, not taking Food out of circulation by storing it.

Lots of unused Service die. You could swap the neurohelmet surgeries for two sports die if no more Rs can be found. Orbital Cleanup is always nice so long as we can afford it with our pile of promised space stations and mines.
Two dice of sports probably isn't worth one die of neurohelmet surgery research. See, the thing is, refugee waves put BIG strains on our health system, so we need to increase Health, not decrease it. The sports program costs a point of Health, whereas the neurohelmet surgery is likely to lead to options that increase Health.
 
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[X] Plan Probably Won't Be Home By Christmas


[X]Plan Eastern Paris Or Bust
-Infrastructure 4 dice 80R
-[X] Karachi Planned City (Phase 1+2+3+4) 0/975 4 Infra & 6 Tib dice 200R 18%
-Heavy Industry 5 dice+3 free dice 160R
-[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 6 dice 120R 57%
-[X] Suzuka Prototype Hover Chassis Factory (New) 0/175 2 dice 40R 50%
-Light and Chemical Industry 5/5 dice 120R
-[X] Bergen Superconductor Foundry (Phase 1) 0/95 2 die 60R 95%
-[X] Medical Supplies Factories (New) 0/225 2 dice 40R 8%, 3 dice 60R 60%
-Agriculture 4 dice 70R
-[X] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%
-[X] Freeze Dried Food Plants 0/200 2 dice 40R 21%
-Tiberium: See Infrastructure, 6 dice 120R
-Orbital 6 dice 120R
-[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 12%
-Services 3 dice 55R
-[X] Neural Interfaced Operating Theater Development (New) 0/80 1 die 20R 68%
-[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[]Military 205R 8+2 Free dice.
-[X] Advanced Laser System Development 0/60 1 die 30R 87%
-[X] Prototype Plasma Weapons Development 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] Escort Carrier Development 0/40 1 die 15R 100%
-[X] Shark Class Frigate Development 0/40 1 die 15R 100%
-[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 21%
-[X] Neural Interface System Refits (Talons) 0/105 1 die 25R 36%
-Bureaucracy 4 dice
-[X] Conduct Economic Census 4 dice
 
@Simon_Jester , do you really think that we need to do another Services sweep just based on a GDI online snippet that made vauge allusions to NOD infiltrators? It's only been a year and a half since the last sweep, and there's nothing else that indicates any need to do that.

Does this mean that I can put things in GDI online about Nod infiltraitors and make the thread sweep a segment whenever I want to? Because that's the precedent you're setting here.
 
@Ithillid There's a major mistake I made that I only just noticed now. Last turn, my plan ([] Plan Catching-Up The Military) spent two dice on Prosthetics Deployment Initiatives. But I had mistakenly put that down as costing 40R, when in fact the project only cost 15R per die. Properly accounted for, my plan should have spent 845R/860R total, meaning 15R in reserve instead of 5R. I'm sorry for the error, and I'd like to request if we could please be allowed to have those 10 extra unspent resources back.
 
@Ithillid There's a major mistake I made that I only just noticed now. Last turn, my plan ([] Plan Catching-Up The Military) spent two dice on Prosthetics Deployment Initiatives. But I had mistakenly put that down as costing 40R, when in fact the project only cost 15R per die. Properly accounted for, my plan should have spent 845R/860R total, meaning 15R in reserve instead of 5R. I'm sorry for the error, and I'd like to request if we could please be allowed to have those 10 extra unspent resources back.
Yes, you can. Yeah, that is a major major error. You can definitely have the resources back.
 
Thank you. Again, I'm sorry to the thread for my mistake; no doubt we could have used that 10R better last turn. But I hope people are able to adjust their plans to use the 10R now.

Anyways. The following plan commentary might be a bit incongruous with all the above, but I was almost finished with it so I might as well post it now:
[X] Plan Rails to the Front
-[X] Neural Interface System Refits (Talons) 0/150 (1 Die, 20 R) (1/2 median)
First off, this project costs 25R per die, not 20R, putting you 5R over budget. Also, as @Lightwhispers pointed out I accidentally listed Neural Interface as a 0/150 project, but it's instead a 0/105 progress project. Meaning it has a decent chance of finishing with one die. I've corrected this in the threadmared Array as the following:

-[] Neural Interface System Refits (Talons) (New) 0/105 1 die 25R 42%, 2 dice 50R 96%

Aside that, I have a major complaint with your plan: You're researching the [] Advanced Laser System but without doing the [] Tactical Airborne Laser Development. Doing both should give us a project next turn to immediately refit our air force with very teched-up lasers, giving them one of the edges they need to keep air superiority. As our immediate priority next turn is to implement at least some deployments to upgrade our air force, I'd like to have this as an option next turn rather than delaying it. We don't know how much it'll cost, but if possible it would be good to roll out the drones and lasers together. (And possibly neural interfaces for the air force, too.) I would like to ask you to consider doing this project, please.
[X] Plan Global Offense Initiative
-[X] Prosthetics Deployment Initiatives (Phase 4), 1 die (20 Resources)
As noted above, this action only costs 15R per die, not 20R.

I have two problems with your plan. Firstly, I disagree with doing [] Strategic Food Stockpile Construction at this time. While food stockpiling is a plan goal, it is not an immediate need and does little to prepare us for the upcoming war. Doing two phases of costs us -8 Food in order to put +4 Food in Reserve. Essentially costing us -4 Food on net, and putting us down to +10 Food production and thus closer to a population surge and/or NOD sabotage causing to need the stockpiles in the first place. Both of which are far greater concerns currently than the eventual plan goal, which we'll easily be able to meet before the end of next year. (Not to mention we'll need much more food production just to afford the full food storage goal anyways.)

It would be far better to either do the [] Freeze Dried Food Plants for an increase in food and a boost to food stockpiles, or do a generic food income project like [] Blue Zone Aquaponics Bays and [] Vertical Farming Projects. Or some combination of the above.

My second disagreement is that you don't do the [] Neural Interface System Refits. Not only are the Steel Talons our weakest military force and thus greatly need the boost, but our main reason for doing the development project last turn was to get the improved neural interface for our Air Force. In order to do that, we need to roll it out to the Steel Talons first. An while doing the [] Tactical Plasma Weapon Development might be better than nothing for the Steel Talons, it's not going to help them better defend our research labs against whatever NOD counterattacks happen after our offensives. (And any Plasma tech the Steel Talons develop won't be rolled out to anyone else until we've deployed them to the Steel Talons first.) Please consider doing the neural interface deployment.
[X] Plan Probably Won't Be Home By Christmas
My only major criticism is that, as I say above, your plan doesn't do the [] Neural Interface System Refits. So again, I would as you to please consider doing this action.
 
Aside that, I have a major complaint with your plan: You're researching the [] Advanced Laser System but without doing the [] Tactical Airborne Laser Development. Doing both should give us a project next turn to immediately refit our air force with very teched-up lasers, giving them one of the edges they need to keep air superiority. As our immediate priority next turn is to implement at least some deployments to upgrade our air force, I'd like to have this as an option next turn rather than delaying it. We don't know how much it'll cost, but if possible it would be good to roll out the drones and lasers together. (And possibly neural interfaces for the air force, too.) I would like to ask you to consider doing this project, please.
I would definitely prefer having tactical air lasers done as well and support changing the plan slightly.
 
@Simon_Jester , do you really think that we need to do another Services weep just based on a GDI online snippet that made vauge allusions to NOD infiltrators? It's only been a year and a half since the last sweep, and there's nothing else that indicates any need to do that.

Does this mean that I can put things in GDI online about Nod infiltraitors and make the thread sweep a segment whenever I want to? Because that's the precedent you're setting here.
1) My plan has fallow Services dice, so there's much less opportunity cost to doing so. All I'm losing is the chance to roll Administrative Assistance on another project, and since my Resource budget is pretty tight as-is, that's not necessarily such a bad thing.

2) People do/did sporadically worry about it. If I can reassure them, I don't consider it a big cost. But I'll consider it.

Thank you. Again, I'm sorry to the thread for my mistake; no doubt we could have used that 10R better last turn. But I hope people are able to adjust their plans to use the 10R now.

Anyways. The following plan commentary might be a bit incongruous with all the above, but I was almost finished with it so I might as well post it now:

First off, this project costs 25R per die, not 20R, putting you 5R over budget...
The good news is that you being right twice cancels itself out- I'm 5 R over budget, but I have 10 R more to play with than I thought. I'm going back to edit in words along these lines, and to correct the chance of success.

Combining this with @Vehrec , I could conceivably apply a second Administrative Assistance die to either Tiberium Prospecting or Ferro-Aluminum Armor, those being the only 5 R/die projects left in the entire field. In neither case does that strike me as being much more productive than doing a probably redundant Services review, since those are 200-point and 350-point projects, respectively, and getting an average of about 50 Progress closer to completion on either of them fills my heart with the meh of apathy.

To get 10 R (which would open up more interesting ways to use the second Administrative Assistance slot), I'd need to free up 5 R from somewhere. Also... well...

Aside that, I have a major complaint with your plan: You're researching the [] Advanced Laser System but without doing the [] Tactical Airborne Laser Development. Doing both should give us a project next turn to immediately refit our air force with very teched-up lasers, giving them one of the edges they need to keep air superiority. As our immediate priority next turn is to implement at least some deployments to upgrade our air force, I'd like to have this as an option next turn rather than delaying it. We don't know how much it'll cost, but if possible it would be good to roll out the drones and lasers together. (And possibly neural interfaces for the air force, too.) I would like to ask you to consider doing this project, please.
With the same 5 R, I can reward @Derpmind for her mathematical Stakhanovitism by taking the Hallucinogen Countermeasures die and 'promoting' it to Tactical Airborne Laser.

Now, I'm not entirely comfortable with this because we WILL be facing those hallucinogens in combat next turn and we WILL take casualties because of Nod using them against us. Having the countermeasures a turn earlier almost certainly would save lives, and I suspect the deployment project for said countermeasures will be relatively cheap.

And also because I expect Wingman Drone Deployment to be such a strenuous demand on our dice budget next turn that, combined with pressure to build at least one shipyard, there's not necessarily going to be enough wiggle room to also roll out the tactical laser pods in any case.

But I could do it, and I respect @Derpmind , so unless I hear objections, I will probably make that change. I'd rather wait a few hours to give people time to make their voices heard. Events may make me unable to update the plan quickly at that time, or I may forget, but I do want to indicate at least willingness.

(I'd ping my voters, but there are like 30 of them, and mass-pings like that have gotten me enough flak in the past that I don't pressingly want more)

I would definitely prefer having tactical air lasers done as well and support changing the plan slightly.
The fact that you voted for my plan in the first place and want this change certainly tips the scales in favor of the change... but see my remarks to Derpmind in the paragraph above.

...

The practical upshot of all this, though, is that I'm open to doing something other than the arguably very redundant Services review with those two Bureaucracy dice; I just can't think of anything specific that's likely to have an impact.

Making some political promises in exchange for getting to keep the moon mining income through reapportionment again sounds nice, but we're already tightly stretched in quite a few places and the war may put some unpredictable pressures on us, so I don't know.
 
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Issues with the leading plans:
- Plan Rails to the Front: no Tactical Airborne Lasers - Tactical Plasma may be useable by aircraft, but this is not a sure thing, where lasers are something which we are pretty certain will provide a boost for air-to-air quickly. Services doesn't need a security review, as compared to Bureaucracy or HI.
-Plan Global Offense Initiative: no dice into energy, when we know we'll be doing multiple energy-hungry projects starting next turn. 2 dice on Enterprise is not enough to reliably complete Q2 without free dice, it needs probably 10 dice total.
-Plan Probably Won't Be Home By Christmas: Same as above for Enterprise, and no progress for more energy

And, because I had forgotten that Admin Assist dice can be used for autocomplete actions, I'm making a change, and we have 10 more resources, so...

[X] Plan Nuuk and Deployment Prep
Infrastructure 6 dice +34
-[X] Yellow Zone Fortress Towns (Phase 4+5) 46/550 6 dice 120R 60%
Heavy Industry 5 dice +29 5 Free Dice 1 Admin Assist
-[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 1 die auto (Admin Assist)
Light and Chemical Industry 5 dice +24
-[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
Agriculture 4 dice +24
-[X] Blue Zone Aquaponics Bays (Phase 1+2) 0/280 3 dice 30R 22%
Tiberium 7 dice +39
-[X] Yellow Zone Tiberium Harvesting (Phase 6+7) 2/600 6 dice 120R 26%
-[X] Intensification of Green Zone Harvesting (Stage 4) 63/100 1 die 15R 100%
Orbital Industry 6 dice +26
-[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R
Services 5 dice +27
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Neural Interfaced Operating Theater Development 0/80 1 die 20R 68%
Military 8 dice +26 2 Free dice
-[X] Advanced Laser System Development 0/60 1 die 30R 87%
-[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] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 die 20R 88%
-[X] Escort Carrier Development 0/40 1 die 15R 100%
-[X] Shark Class Frigate Development 0/40 1 die 15R 100%
-[X] Neural Interface System Refits 0/105 1 die 25R 37%
Bureaucracy 4 dice +24
-[X] Security Reviews:Bureaucracy DC50 1 + 1 dice 90%
-[X] Administrative Assistance 2 dice auto

940/940R
 
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