[X] Plan Putting the foot down with guaranteed fortresses
[X] Plan Paladins Healing Hands
[X] Plan Rails To The Front
[X] Plan Probably Won't Be Home By Christmas, Shuttle Version
[X] Plan Nuuk and Deployment Prep


Approval voting the plans I like and those I can live with.
Escort Carrier + Frigate + Wingman Drones are must haves, Prototype Plasma seems like a slap-in upgrade and a little advance investment into Power seems reasonable as well.

I think Suborbital Shuttles are important to mitigate the isolation of the Himalayas, even though it wont come close to replacing the cut railways, but I can live with putting them off until next turn since we are getting the jump on the Brotherhood for once.


Adhoc vote count started by uju32 on Jan 8, 2022 at 1:11 AM, finished with 225 posts and 87 votes.

  • [X] Plan Rails To The Front
    -[X] Yellow Zone Fortress Towns (Phase 4) 46/250 (3 Dice, 60 R) (90% chance)
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (95% chance)
    -[X] Continuous Cycle Fusion Plant (Phase 5) 1/300 (2 Dice, 40 R) (2/4 median)
    -[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 (7 Dice, 140 R) (88% chance of Phase 2)
    -[X] Emergency Electronic Resources Reallocation (Administrative Assistance)
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 (5 Dice, 100 R) (5/8.25 median)
    -[X] Freeze Dried Food Plants 0/200 (2 Dice, 40 R) (20% chance)
    -[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 (2 Dice, 20 R) (72% chance)
    -[X] Yellow Zone Tiberium Harvesting (Phase 6+7) 0/600 (5 Dice, 100 R) (Phase 6, 2% chance of Phase 7)
    -[X] Railgun Harvester Factory (Maputo) 0/70 (1 Die, 10 R) (85% chance)
    -[X] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (85% chance)
    -[X] GDSS Enterprise (Phase 4) 0/765 (5 Dice, 100 R) (5/9.25 median)
    -[X] Orbital Cleanup (Stage 8) 13/85 (1 Die, 10 R) (70% chance)
    -[X] Prosthetics Deployment Initiatives (Phase 4) 292/320 (1 Die, 15 R) (~100% chance)
    -[X] Neural Interfaced Operating Theater Development 0/80 (1 Die, 20 R) (68% chance)
    -[X] Security Review
    -[X] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
    -[X] OSRCT Stations (Phase 2) 121/195 (1 Dice, 20 R) (88% chance)
    -[X] Prototype Plasma Weapons Development 35/60 (1 Die, 25 R) (~100% chance)
    -[X] Advanced Laser System Development 0/60 (1 Die, 30 R) (87% chance)
    -[X] Wingman Drone Development 0/40 (1 Die, 15 R) (~100% chance)
    -[X] Tactical Airborne Laser Development 0/40 (1 Die, 20 R) (~100% chance)
    -[X] Escort Carrier Development 0/40 (1 Die, 15 R) (~100% chance)
    -[X] Shark Class Frigate Development 0/40 (1 Die, 15 R) (~100% chance)
    -[X] Tactical Plasma Weapon Development 0/40 (1 Die, 30 R) (~100% chance)
    -[X] Neural Interface System Refits (Talons) 0/150 (1 Die, 25 R) (42% chance)
    -[X] Security Review (Services) (2 Dice)
    -[X] Administrative Assistance (2 Dice)
    [X] Plan Global Offense Initiative
    -[X] Yellow Zone Fortress Towns (Phase 4), 6 dice (120 Resources)
    -[X] Rail Network Construction Campaigns (Phase 2), 3 dice (45 Resources)
    -[X] Nuuk Heavy Robotics Foundry (Phase 1), 7 dice (140 Resources)
    -[X] Emergency Electronic Resources Reallocation, 1 die
    -[X] Reykjavik Myomer Macrospinner (Phase 4), 2 dice (40 Resources)
    -[X] Medical Supplies Factories, 3 dice (60 Resources)
    -[X] Strategic Food Stockpile Construction (Phase 2), 4 dice (40 Resources)
    -[X] Yellow Zone Tiberium Harvesting (Phase 6), 7 dice (140 Resources)
    -[X] GDSS Enterprise (Phase 4), 2 dice (40 Resources)
    -[X] Lunar Rare Metals Harvesting (Phase 1), 4 dice (80 Resources)
    -[X] Prosthetics Deployment Initiatives (Phase 4), 1 die (20 Resources)
    -[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)
    -[X] Security Reviews (Bureaucracy), 2 (+1) dice
    -[X] Make Political Promises, 1 die
    [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
    [X] Plan Steel Rain
    -[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%
    -[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)
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R 0%
    -[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%
    -[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%
    -[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
    -[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%
    -[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%
    -[X] Security Review (Services) (2 Dice)
    -[X] Administrative Assistance (Emergency Electronic) (2 Dice)
    [X] Plan Putting the foot down
    -[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%
    -[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
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
    -[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 1 die 10R
    -[X] Freeze Dried Food Plants 0/200 3 dice 60R 77%
    -[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%
    -[X] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
    -[X] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
    -[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
    -[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%
    -[X] Administrative Assistance (Emergency Electronic Resources Reallocation) 2 dice
    -[X] Security Reviews (Services) 2 dice
    [X] Plan Nuuk and Deployment Prep
    -[X] Yellow Zone Fortress Towns (Phase 4+5) 46/550 6 dice 120R 60%
    -[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)
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
    -[X] Blue Zone Aquaponics Bays (Phase 1+2) 0/280 3 dice 30R 22%
    -[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 diсe 15R 100%
    -[X]GDSS Enterprise (Phase 4) 0/765 6 dice 120R
    -[X] Hallucinogen Development 0/60 1 die 15R 88%
    -[X] Neural Interfaced Operating Theater Development 0/80 1 die 20R 68%
    -[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%
    -[X] Security Reviews:Bureaucracy DC50 1 + 1 dice 90%
    -[X] Administrative Assistance 2 dice auto
    [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 Putting the foot down with guaranteed fortresses
    -[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%
    -[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
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R
    -[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 1 die 10R
    -[X] Freeze Dried Food Plants 0/200 3 dice 60R 77%
    -[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%
    -[X] GDSS Enterprise (Phase 4) 0/765 3 dice 60R
    -[X] Orbital Cleanup (Stage 8+9) 13/170 3 dice 30R 94%
    -[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
    -[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%
    -[X] Administrative Assistance (Emergency Electronic Resources Reallocation) 2 dice
    -[X] Security Reviews (Services) 2 dice
    [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%
    [X] Plan Start Playing Hell March
    -[X]Infrastructure 6/6 105R
    -[X] Rail Network Construction Campaigns (Phase 2) 3 dice 30R 57%
    -[X] Yellow Zone Fortress Towns (Phase 3) 3 dice 60R 90%
    -[X]Heavy Industry 5/5 160R
    -[X] Continuous Cycle Fusion Plants (Phase 5) 2 dice 40R 0%
    -[X] Nuuk Heavy Robotics Foundry (Phase 1) 2 dice + 4 free dice 120R 100%
    -[X] Emergency Electronic Resources Reallocation 1 die auto
    -[X]Light and Chemical Industry 5/5 100R
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 5 dice 100R 0%
    -[X]Agriculture 4/4 50R
    -[X] Blue Zone Aquaponics Bays (Phase 1) 3 dice 30R 98%
    -[X] Poulticeplant Development 1 die 20R 95%
    -[X]Tiberium 7/7 125R
    -[X] Yellow Zone Tiberium Harvesting (Phase 6) 5 dice 100R 99%
    -[X] Intensification of Green Zone Harvesting (Stage 5) 1 die 15R 100%
    -[X] Railgun Harvester Factories
    -[X] Maputo 1 die 10R 85%
    -[X]Orbital 6/6 160R
    -[X] GDSS Enterprise (Phase 4) 6 dice + 2 free dice 160R 1%
    -[X]Services 3/5 35R
    -[X] Neural Interfaced Operating Theater Development 1 die 20R 68%
    -[X] Hallucinogen Development 1 die 15R 88%
    -[X] Security Reviews 1 die
    -[X]Military 8/8 195R
    -[X] Advanced Laser System Development 1 die 30R 87%
    -[X] Prototype Plasma Weapons Development 1 admin assist die 25R 91%
    -[X] Reclamator Fleet YZ-10 South
    --[X] Super MARVs 1 die 20R 100%
    -[X] Wingman Drone Development, 1 die 15R 100%
    -[X] Tactical Airborne Laser Development, 1 die 20R 100%
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 2) 1 die 20R 88%
    -[X] Escort Carrier Development 1 die 15R 100%
    -[X] Shark Class Frigate Development 1 die 15R 100%
    -[X] Mastodon Heavy Assault Walker Development 1 dice 10R 100%
    -[X] Tactical Plasma Weapon Development 1 free die 30R 100%
    -[X]Bureaucracy 4/4
    -[X] Administrative Assistance (Prototype Plasma Weapons Development) 2 dice
    -[X] Security Reviews (Services) 1 Services die + 2 dice 100%
    -[X]Free Dice 7/7
    -[X] 4 in Heavy Industry
    -[X] 2 in Orbital
    -[X] 1 in Military
    -[X]Resources Income 925/925 Reserve 5/5
    [X] True Steeel Rein
    [X] Plan Paladins Healing Hands
    -[X] Yellow Zone Fortress Towns (Phase 4+5) 4 dice (80 R)
    -[X]Suborbital Shuttle Service (Phase 1) 0/200 3 dice 90R 91%
    -[X] Emergency Electronic Resources Reallocation (New) 1 die auto
    -[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
    -[X] Medical Supplies Factories (New) 0/225 4 dice 80R 94%
    -[X] Blue Zone Aquaponics Bays (Phase 1) (New) 0/140 3 dice 30R 98%
    -[X] Poulticeplant Development (New) 0/50 1 die 20R 95%
    -[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%
    -[X]GDSS Enterprise (Phase 4) 0/765 6 dice 120R
    -[X] Neural Interfaced Operating Theater Development, 0/80 2 dice 40R 100%
    -[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 die 20R 100%
    -[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%
    -[X]Conduct Economic Census DC 100/150/200/250, DC 250 5 dice 99%
    [X] True Steeel Rein
    -[X] Yellow Zone Fortress Towns (Phase 4) 46/250 (3 Dice, 60 R) (90% chance)
    -[X] Rail Network Construction Campaigns (Phase 2) 15/275 (4 Dice, 60 R) (95% chance)
    -[X] Continuous Cycle Fusion Plant (Phase 5) 1/300 (2 Dice, 40 R) (2/4 median)
    -[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 (7 Dice, 140 R) (88% chance of Phase 2)
    -[X] Emergency Electronic Resources Reallocation (Administrative Assistance)
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 (5 Dice, 100 R) (5/8.25 median)
    -[X] Freeze Dried Food Plants 0/200 (2 Dice, 40 R) (20% chance)
    -[X] Blue Zone Aquaponics Bays (Phase 1) 0/140 (2 Dice, 20 R) (72% chance)
    -[X] Yellow Zone Tiberium Harvesting (Phase 6+7) 0/600 (5 Dice, 100 R) (Phase 6, 2% chance of Phase 7)
    -[X] Railgun Harvester Factory (Maputo) 0/70 (1 Die, 10 R) (85% chance)
    -[X] Railgun Harvester Factory (Dandong) 0/70 (1 Die, 10 R) (85% chance)
    -[X]GDSS Enterprise (Phase 4) 0/765 6 dice 120R
    -[X] Prosthetics Deployment Initiatives (Phase 4) 292/320 (1 Die, 15 R) (~100% chance)
    -[X] Neural Interfaced Operating Theater Development 0/80 (1 Die, 20 R) (68% chance)
    -[X] Security Review
    -[X] Super MARV Fleet Yellow Zone 6a 184/210 (1 Die, 20 R) (~100% chance)
    -[X] OSRCT Stations (Phase 2) 121/195 (6 Dice, 120R)
    -[X] Skywatch Telescope System 1D 10R
    -[X] Orbital Nuclear Caches 2D 40R
    -[X] Security Review (Services) (2 Dice)
    -[X] Administrative Assistance (2 Dice)
    [X]Plan Eastern Paris Or Bust
    -[X] Karachi Planned City (Phase 1+2+3+4) 0/975 4 Infra & 6 Tib dice 200R 18%
    -[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%
    -[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%
    -[X] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 45%
    -[X] Freeze Dried Food Plants 0/200 2 dice 40R 21%
    -[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 12%
    -[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%
    -[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%
    -[X] Conduct Economic Census 4 dice
    [X]Total War – Shortest War, 940R Edition.
    -[X]Infrastructure 6/6 105R
    -[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%
    -[X]Heavy Industry 8/5 160R
    -[X] Nuuk Heavy Robotics Foundry (Phase 1+2) 0/480 7 dice 140R 88%
    -[X] Continuous Cycle Fusion Plants (Phase 5) 1/300 1 dice 20R 0%
    -[X]Light and Chemical Industry 5/5 100R
    -[X] Reykjavik Myomer Macrospinner (Phase 4) 20/640 5 dice 100R 0%
    -[X]Agriculture 4/4 60R
    -[X] Wadmalaw Kudzu Plantations (Phase 2) 0/300 2 dice 20R 0%
    -[X] Freeze Dried Food Plants 0/200 2 dice 40R 21%
    -[X]Tiberium 8/7 135R
    -[X] Yellow Zone Tiberium Harvesting (Phase 6) 2/375 5 dice 100R 90%
    -[X] Intensification of Green Zone Harvesting (Stage 4) 63/100 1 diсe 15R 100%
    -[X] Railgun Harvester Factories (Maputo) 0/70 1 dice 10R 85%
    -[X] Railgun Harvester Factories (Dandong) 0/70 1 dice 10R 85%
    -[X]Orbital 6/6 120R
    -[X] GDSS Enterprise (Phase 4) 0/765 6 dice 120R 0%
    -[X]Services 4/5 55R
    -[X] Prosthetics Deployment Initiatives (Phase 4) 288/320 1 dice 20R 100%
    -[X] Neural Interfaced Operating Theater Development (New) 0/80 1 dice 20R 68%
    -[X] Hallucinogen Development 0/60 1 dice 15R 88%
    -[X] Security Review 1 dice
    -[X]Military 12/8 195R
    -[X] Advanced Laser System Development 0/60 1 dice 30R 87%
    -[X] Prototype Plasma Weapons Development 35/60 1 Administrative dice 25R 91%
    -[X] Wingman Drone Development 0/40 1 dice 15R 100%
    -[X] Super MARV Fleet Yellow Zone 6a 184/210 1 die 20R 100%
    -[X] Apollo Fighter Factories (San Francisco) 0/80 1 dice 15R 62%
    -[X] Orbital Strike Regimental Combat Team Stations (Phase 2) 136/195 1 dice 20R 88%
    -[X] Shell Plants (Phase 6) (Update) 7/150 2 dice 20R 72%
    -[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
    -[X] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
    -[X] Escort Carrier Development 0/40 1 dice 15R 100%
    -[X]Bureaucracy 4/4
    -[X] Security Reviews (Services) 2 diсe 100%
    -[X] Administrative Assistance 2 diсe auto
 
Haven't been paying much attention recently, but it seems the Karachi Dash idea is dead? None of the plans seem to go for the planned city.

This surprises me, considering the enthusiasm it had in the past.

Was there some big revelation or what happened to change the consensus so quickly?

Would greatly appreciate it if somebody could drop a short summary so I know where to start.
 
Haven't been paying much attention recently, but it seems the Karachi Dash idea is dead? None of the plans seem to go for the planned city.

This surprises me, considering the enthusiasm it had in the past.

Was there some big revelation or what happened to change the consensus so quickly?

Would greatly appreciate it if somebody could drop a short summary so I know where to start.
You rolled a nat 100 and discovered the timing of a general Brotherhood offensive that just so happened (actual coincidence, the date locked in weeks before the first mention of Karachi sprint as a plan) to fall on the same dates as a planned Karachi sprint.
 
War turn has overturn the 4 year plan turns for a bit it looks like. We might be given a little leeway to do the rest after this.
 
Multiple military branches did tell us the Karachi sprint was a totally viable military strategy and encouraged us to go for it.

But then we backed down because I think it was the risk to the navy and our shipping was too much and we would get better results from a preemptive offensive.
 
Multiple military branches did tell us the Karachi sprint was a totally viable military strategy and encouraged us to go for it.

But then we backed down because I think it was the risk to the navy and our shipping was too much and we would get better results from a preemptive offensive.

In fairness. If nod wasn't about to launch major worldwide attack 'right now' we might have still gone for karachi.

It's just... Just as navy is a barrier to us for logistics to karachi. theoretically it's a barrier for nod to get stuff from karachi too. So, in this instance, opening up another front in nods back yard potentially makes it easier for nod india to hit us. whereas otherwise they'd have miles of desert/ ocean to cross to attack GDI's holdings in the middle east.
 
You rolled a nat 100 and discovered the timing of a general Brotherhood offensive that just so happened (actual coincidence, the date locked in weeks before the first mention of Karachi sprint as a plan) to fall on the same dates as a planned Karachi sprint.
Because it's not going to happen anywhere like that... What would have happened if we didn't learn of the offensive until it started? How likely is it that Nod has learned we planned to do the Karachi Sprint?

Because all of a sudden I'm picturing the Nod Offensive starting... Right as the Karachi Sprint starts, with neither side having prepared for the other to do it. It's some rather glorious chaos and explosions occurring...
 
Because it's not going to happen anywhere like that... What would have happened if we didn't learn of the offensive until it started? How likely is it that Nod has learned we planned to do the Karachi Sprint?

Because all of a sudden I'm picturing the Nod Offensive starting... Right as the Karachi Sprint starts, with neither side having prepared for the other to do it. It's some rather glorious chaos and explosions occurring...
Basically this happening to us and Nod in such a scenario.



All the while, Kane is busy facepalming in the background and mumbling 'stupid monkeys are stupid'.
 
We had intel around the start of this plan that war was around 2 years away. So we knew it was coming anyway. The new intel is just an exact date.
Yeah, but there's a big difference between knowing that a war should be happening between this month of this year, and that month of that year compared to learning that Nod just began widespread offensives globally as you see the first wave of troops hit the beaches at Karachi.
 
...Wow. Putting the airborne lasers in seems to have been really popular.
Can you explain your reasoning why your going for railgun marvs over green zone intensification? And why specifically those railgun marv factories?

Green zone intensification would enhance all of the combat zones and grant us further income per turn. On top of giving us more abatement. It also would only need one die.

Meanwhile some few harvesters in select areas would get railguns, before we complete the railgun research?
 
Last edited:
Can you explain your reasoning why your going for railgun marvs over green zone intensification? And why specifically those railgun marv factories?

Green zone intensification would enhance all of the combat zones and grant us further income per turn. On top of giving us more abatement. It also would only need one die.

Meanwhile some few harvesters in select areas would get railguns, before we complete the railgun research?
If I had to guess, it's for two reasons. One, I think they are in our South African and Arabia Blue Zones. Which, after the Himalayan Blue Zone are two of the more vulnerable Blue Zones due to distance from support and proximity to very dangerous Nod Warlords which we haven't taken precautions against or recently attacked. The second reason being that they're the two which would beat support the push for Karachi which we need to start next year if we don't do it this year. It IS a Plan Goal after all, and we seem to have a strong enough military that we shouldn't need to drop plan goals due to them being impossible. Unless the war is managed with complete incompetance or WE mess up by not leaving enough time in the plan to achieve the goals. And do you think they'd let us lower the goals if it's our incompetance stopping us from reaching them?
 
...Wow. Putting the airborne lasers in seems to have been really popular.
It's the only adjustment anyone's made to their plan. There have been no new plan variants, and no other plan makers proposing changes. And there hasn't been any big complaints against your plan, either. So in addition to previously having a decent lead, your plan and the discussion around it has been the only really visible plan talked about for the last however-many pages. If one of the other plan makers had been more engaged yesteray, or if more people advocated for those plans over yours, there would likely be more competition in votes currently.
Can you explain your reasoning why your going for railgun marvs over green zone intensification? And why specifically those railgun marv factories?

Green zone intensification would enhance all of the combat zones and grant us further income per turn. On top of giving us more abatement. It also would only need one die.

Meanwhile some few harvesters in select areas would get railguns, before we complete the railgun research?
It's probably a budget restriction. Not activating a Tiberium die would be really bad, but the Railgun Harvester Factories are a way to activate Tiberium dice for only 10R each. A die or two on GZ Intensification would maybe be better but would require cutting spending elsewhere. (Also, they're normal harvesters, not MARVs.)
 
Last edited:
GZ Intensification is for later.
To me, our best use of Tib dice this turn is a full on investment in YZ Harvesting, to get GDI's military the best position it can to strike out and overrun Nod's jumping off points before Nod starts operations, crippling Nod's ability to initiate its own operations by a rather substantial margin and wrecking its plans.
I'll accept railgun harvesters because they mean we can do with smaller security details for harvesting operations, but, well, if I had to pick between more YZ harvesting or railgun harvesters, at this time I'd go for the former.
 
Back
Top