Thanks for the feedback Simon_Jester always nice that your willing to engage.

I think a total of three dice on Indianapolis is excessive, because there's no rollover and it's not actually going to be a disaster if we don't finish the reconstruction this turn. It'll slow up our Gideon-crushing offensive, but Gideon's pretty well doomed either which way.
Where would you recommend putting that extra die then? YZ forts, BZ apartments, arcologies or shuttles?

I think we need the +16 Capital Goods from Nuuk Phase 3 too much to put only a single die into this. I'd rather shift a die off fusion. Near-100% chance of completing Phase 6 is good enough; if we 'only' get 100 points towards Phase 7, that's still good.
Eh I'm trying to basically get ahead of our current power needs, I know it's not the end of the world or anything but I want to get as close to phase 7 as possible so that we're as far into the black as possible rather then feeling like we're close to needing to use the reserves like we have been since the war started.

We really don't need three dice on Reykjavik. Bergen is probably more important for at least one of those three dice.
It's a bit of a case of trying to cut costs a little there so if I don't use up all the none reserve resource budget with everything else I'll move a die.

We're not gonna have the Agriculture dice to build the poulticeplant production during the current Plan, not on a large scale, and the projects already in the pipeline solve the Health crisis without it. Two dice on Freeze Dried Food is wasteful, because we're not in a hurry on that, especially if we can renegotiate the Stored Food target.
As I've said before I want it done this turn rather then mucking around trying to get a perfect amount of progress with as few dice as possible so we can work on other things rather then having this failing to finish yet again so I'll put two dice on it for a 99% chance rather then gambling on a 56% chance thank you very much.

As for poulticeplants I'm basically hedging my bets a little and making sure that if we need more helth projects we wont have to wait an extra turn because we didn't develop the health plantations.

This is a really bad time to do things other than Plan renegotiation that consume Political Support, because we need said support for said renegotiation.
You have a point there so I'll swap that die over to mind shields instead.
 
Updated plan

[X] Plan Tis But A Scratch
-[X]Infrastructure 6/6 105R
-[X] Yellow Zone Fortress Towns (Phase 6) 2 dice 40R 0%
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 0/300: 20 resources per die) (+4 Housing)(-1 Yellow Zone Water)
-[X] Indianapolis Reconstruction Surge 1 die + 1 Tib die 20R 82%
(progress 0/150: 10 resources per die) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium)
-[X] Rail Network Construction Campaigns (Phase 4) 3 dice 45R 92%
(Progress 128/325: 15 resources per die) (+4 Logistics)
-[X]Heavy Industry 5/5 150R
-[X] Continuous Cycle Fusion Plants (Phase 6) 5 dice + 1 free die 120R 100%
(Progress 30/300: 20 resources per Die) (+16 Energy)
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 1 free die 20R 0%
(Progress 352/600: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
-[X] Puerto Madryn Reconstruction Surge 1 free die + 1 Erewhon Die 20R 98%
(Progress 0/60: 10 resources per die) (+3 Capital Goods)
-[X] Western Europe Reconstruction Surge 1 free die 10R 100%
(Progress 0/40: 10 resources per die) (+2 Capital Goods)
-[X]Light and Chemical Industry 5/5 110R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 2 dice 40R 81%
(Progress 514/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
-[X] Bergen Superconductor Foundry (Phase 1) 1 die 30R 45%
(Progress 0/95: 30 resources per die) (+1 Energy)
-[X] Medical Supplies Factories 2 dice 40R 95%
(Progress 129/225: 20 resources per die) (+4 Health) (-1 Energy)
-[X]Agriculture 4/4 70R
-[X] Wadmalaw Kudzu Plantations (Phase 2) 1 die 10R 0%
(Progress 3/300: 10 resources per die) (+4 Consumer Goods) (+10 Political Support)
-[X] Poulticeplant Development 1 die 20R 95%
(Progress 0/50: 20 resources per die)
-[X] Freeze Dried Food Plants 2 dice 40R 99%
(Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[X]Tiberium 7/7 130R
-[X] Yellow Zone Tiberium Harvesting (Phase 9) 5 dice 100R 99%
(Progress 2/325: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[X] Intensification of Green Zone Harvesting (Stage 6) 1 die 15R 100%
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available)
-[X] Indianapolis Reconstruction Surge 1 die
-[X]Orbital 6/6 120R
-[X] Lunar Heavy Metals Mines (Phase 2) 6 dice 120R 99%
(Progress 145/385: 20 resources per die) (+20 resources per turn)
-[X]Services 5/5 70R
-[X] Neural Interfaced Operating Theaters 1 die 20R 100%
(Progress 122/160: 20 resources per die) (+6 Health, -2 Capital Goods)
-[X] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[X] Hardlight Interface Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[X] Mind Shields Development 1 die 20R 28%
(Progress 0/120: 20 resources per die)
-[X] Expand Resettlement Programs 1 die autopass
(-5 Resources per Turn)
-[X]Military 8/8 190R
-[X] Wingman Drone Deployment
--[X] Firehawk Wingmen 3 dice 60R 0%
(Progress 0/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
-[X] Plasma Warhead Factory (Phase ) 1 die 10R 100%
(Progress 53/90: 10 resources per die) (-1 STU)
-[X] Shell Plants (Phase 6) 2 dice 20R 72%
(Progress 7/150: 10 resources per die) (-1 Energy)
-[X] Escort Carrier Shipyards
--[X] Battleship Yards 2 dice 40R 87%
(Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[X] Merchantman Carrier Conversions
--[X] High Commitments 1 free die 20R 92%
(Complete all Escort Carrier Shipyards by end of Plan) (Progress 150/200: 20 resources per die) (-10 PS)
-[X] Heavy Support Laser Development 1 free die 20R 100%
(Progress 0/50: 20 resources per die)
-[X] Shark Class Frigate Shipyards
--[X] Melbourne 1 free die 20R 0%
(Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[X]Bureaucracy 4/4
-[X] Request Reduction in Plan Commitments 4 dice 24PS DC240 89%
(-6 Political Support Per Die) (DC 120/160/200/240)
-[X]Free Dice 7/7
-[X] 4 in Heavy Industry
-[X] 3 in Military
-[X]Resources Income 965/985 Reserve 0/35

Anyone have any feedback or spot any mistakes?

[X] Plan MORE POWER But No Tiberium Power
 
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That's fair, the length of these updates can't be easy to keep up with and letting us build dice and bonuses and then spend them in permanent manner is a nice alternative compared to just cutting them. I imagine mil consumable department would function in a similar manner of rolling of X amount of mil dice?
Broadly yes. It will be a little bit different in some of the specifics, but definitely the same style.
 
[X] Plan Rebuild and Rearm
Infra 6/6 95R +34
-[X] Yellow Zone Fortress Towns (Phase 6) 0/300 2 die 40R 0%
-[X] Rail Network Construction Campaigns (Phase 4) (Upated) 128/325 3 dice 45R 92%
-[X] Indianapolis Reconstruction Surge (New) 1 Infra die +1 Tib die (see tib section) 10R 82%
HI 5/5+2 free 140R +29
-[X] Continuous Cycle Fusion Plants (Phase 6) 30/300 4 dice 80R 86%
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 352/640 2 dice 40R 4%
-[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X] Division of Alternative Energy 1 Erewhon die auto 10R
LCI 5/5 120R +24
-[X] Reykjavik Myomer Macrospinner (Phase 4) 514/640 2 dice 40R 81%
-[X] Bergen Superconductor Foundry (Phase 1) 0/95 2 die 60R 95%
-[X] Medical Supplies Factories 129/225 1 die 20R 44%
Agri 4/4 60R +24
-[X] Tarberry Development 0/40 1 die 20R 100%
-[X] Wadmalaw Kudzu Plantations (Phase 2) 0/300 2 dice 20R 0%
-[X] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7/7 135R +39
-[X] Indianapolis Reconstruction Surge (New) 1 die 10R see Infra
-[X] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 4 dice 80R 80%
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 1 die 15R 1% (100% for stage 6)
-[X] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
Orbital 6/6 120R +26
-[X] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%
-[X] Lunar Heavy Metals Mines (Phase 2) 145/385 4 dice 80R 92%
Services 5/5 100R +27
-[X] Automatic Medical Assistants 0/300 2 dice 40R 0%
-[X] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[X] Mind Shields Development (New) 2 dice 40R 92%
Military 8/8+5 free 230R +26
-[X] Firehawk Wingmen Drones 0/450 2 dice 40R 0%
-[X] Plasma Warhead Factory (Phase 1) 53/90 1 die 10R 100% (15% for stage 2)
-[X] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[X] Escort Carrier Shipyards (Battleship Yards) 0/120 2 dice 40R 87%
-[X] Merchantman Carrier Conversions 150/200 1 die 20R 92%
-[X] Heavy Support Laser Development 0/50 1 die 20R 100%
-[X] Shark Class Frigate Shipyards (Melbourne) 0/300 4 dice 80R 64%
Bureau 4/4 +24 20R
-[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 3 dice 18 PS 49%
-[X] Allocate Resources to Reconstruction Commissions (Aggressive) 1 die auto 20R
Free 7/7
3 HI, 4 Mil


1020/1020

Focus on maximal resources to reconstruction so we should have to do less ourselves. Decreasing income by 40R but we should have enough gains elsewhere plus carrying a bit of reserve to see us through the plan and reconstruction commission should end at some point after the war winds down. 1 die on medical factories since we are getting +6 from services to Health and even at 1 die that has a decent chance to finish this turn and if it does it saves us an LCI die and lets us get further on Superconductor progress.

For military- 3 dice on air projects, 2 on consumables and 8 on navy. I expect to do 4-5 air and 7 navy next turn distribution depends on what finishes and how far the projects that don't finish get.

2 dice on mind shields because that has been one of the ways NOD has been conducting sabotage so if we can guard against that we reduce their ability to hit key targets. More dev like harvesting tendril and industrial laser to make sure our economy keeps on surging ahead instead of slacking off (crystal laser should see reduced energy needs in HI or increased output- so cap goods and cons good for some of our projects there)

Edit- the 2 -RPT apply right away so had to swap a fortress die to railroads and reduce to aggressive to make it fit the budget
 
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Oh, almost missed that part about mind shields maybe leading to technopathy countermeasures. That's key, because man does it leave all our stuff way too vulnerable.
 
[X] Plan Frankenstein v1
-[X]Infra 6/6 100R +34
--[X] Yellow Zone Fortress Towns (Phase 6) 0/300 3 die 60R 28%
--[X] Rail Network Construction Campaigns (Phase 4) (Upated) 128/325 2 dice 30R 38%
--[X] Indianapolis Reconstruction Surge (New) 1 Infra die +1 Tib die (see tib section) 10R 82%
-[X]HI 5/5+2 free 130R +29
--[X] Continuous Cycle Fusion Plants (Phase 6) 30/300 4 dice 80R 860%
--[X] Nuuk Heavy Robotics Foundry (Phase 3) 352/640 2 dice 40R 4%
--[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X]Light and Chemical Industry 5 dice +24 110R
--[X] Reykjavik Myomer Macrospinner (Phase 4) 514/640 2 dice 40R 81%
--[X] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
--[X] Medical Supplies Factories 129/225 2 dice 40R 95%
-[X]Agriculture 4 dice +24 60R
--[X] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
--[X] Freeze Dried Food Plants 126/200 2 dice 40R 89%
-[X]Tiberium 7/7 135R +39
--[X] Indianapolis Reconstruction Surge (New) 1 die 10R see Infra
--[X] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 4 dice 80R 80%
--[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 1 die 15R 1% (100% for stage 6)
--[X] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
-[X]Orbital 6/6 + 1 140R +26
--[X] Lunar Heavy Metals Mines (Phase 2+3) 145/760 7 dice 140R 21%
-[X]Services 5/5 + Erewhon 95R
--[X] Automatic Medical Assistants 0/300 3 dice 60R 16%
--[X] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
--[X] Hardlight Interface Development 0/40 1 Erewhon die 15R 76%
--[X] Expand Resettlement Programs 1 die auto
-[X]Military 8/8 + 4 210R
--[X] Merchantman Carrier Conversions (High Commitments) 150/200 1 die 20R 92%
--[X] Escort Carrier Shipyard (Battleship Yard) 0/120 2 dice 40R 87%
--[X] Firehawk Wingmen Drones 0/450 4 dice 80R
--[X] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
--[X] Shark Class Frigate Shipyard (Melbourne) 0/300 1 die 20R
--[X] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
--[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X]Bureaucracy 4 dice +24
--[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 3 dice 18 PS 99%/94%/77%/49%
--[X] Allocate Resources to Reconstruction Commissions (New) 1 die auto
---[X] Aggressive (20 resources per turn)

Free‌ ‌Dice:‌ 7/7 ‌
Erewhon Dice: 1/1
Resources:‌ 100+130+110+60+135+140+95+210=980/1020
 
I'll be honest I'm not totally convinced about doing Indianapolis repairs. If we do then that's assuming another 2 quarters of fighting to get any use out of it whatsoever.
I think w can afford to leave Giddy Boy alone for now.
 
I'll be honest I'm not totally convinced about doing Indianapolis repairs. If we do then that's assuming another 2 quarters of fighting to get any use out of it whatsoever.
I think w can afford to leave Giddy Boy alone for now.
If we can push Giddeon more though we can make inroads into the Nod's NA manufacturing base- given this is not the final war vs Nod than we want to set things up so that the next war is more in our favor and reducing Nod overall manufacturing ability is one of the ways we do that. It also pushes them further away from our NA industrial hubs making those less likely to take damage.
 
If we can push Giddeon more though we can make inroads into the Nod's NA manufacturing base- given this is not the final war vs Nod than we want to set things up so that the next war is more in our favor and reducing Nod overall manufacturing ability is one of the ways we do that. It also pushes them further away from our NA industrial hubs making those less likely to take damage.
The repairs are likely to take the whole turn. This means that any advance would be part of a q4 offensive. I'm okay with that if we can do it but that does depend on how things go this next turn. We've advanced a lot and our logistics train is getting fairly long
 
With respect to the Cap Goods Reconstruction options:
CategoryNameProgress CostCurrent ProgressAverage DiceRpDR CostCapital ProducedCapital Die CostCapital R Cost
Heavy IndustryNuuk Phase 3
640​
352​
4​
15​
60​
16​
0.25​
3.75​
Heavy IndustryPuerto Madryn Reconstruction Surge
60​
0​
1​
10​
10​
3​
0.3333​
3.3333​
Heavy IndustryNuuk Phase 3-4
1920​
352​
20​
15​
300​
48​
0.4167​
6.25​
Heavy IndustryNuuk Phase 3-5
4480​
352​
52​
15​
780​
112​
0.4643​
6.9643​
Heavy IndustryWestern Europe Reconstruction Surge
40​
0​
1​
10​
10​
2​
0.5​
5​
LCIReykjavik Phase 4
640​
514​
2​
20​
40​
4​
0.5​
10​
OrbitalEnterprise Advanced Materials Bay
400​
0​
5​
20​
100​
8​
0.625​
12.5​
Heavy IndustryNorth Boston Phase 5
2400​
36​
30​
15​
450​
32​
0.9375​
14.0625​
LCIReykjavik Phase 4-5
1920​
514​
19​
20​
380​
12​
1.5833​
31.6667​
AgricultureSpider Cotton Phase 1
170​
0​
2​
15​
30​
1​
2​
30​
AgricultureSpider Cotton Phase 1-3
540​
0​
7​
15​
105​
3​
2.3333​
35​
AgricultureSpider Cotton Phase 1-2
350​
0​
5​
15​
75​
2​
2.5​
37.5​
AgricultureSpider Cotton Phase 1-4
740​
0​
10​
15​
150​
4​
2.5​
37.5​
AgricultureSpider Cotton Phase 1-5
950​
0​
13​
15​
195​
5​
2.6​
39​
LCIBergen Phase 1-5
2945​
0​
40​
30​
1200​
15​
2.6667​
80​
LCIBergen Phase 1-4
1425​
0​
19​
30​
570​
7​
2.7143​
81.4286​
LCIBergen Phase 1-3
665​
0​
9​
30​
270​
3​
3​
90​
LCIBergen Phase 1-2
285​
0​
4​
30​
120​
1​
4​
120​
OrbitalEnterprise Phase 5
2300​
456​
23​
20​
460​
4​
5.75​
115​

The Cap Goods Reconstruction Options in Puerto Madryn and West Europe are comparable to Nuuk and Rekjavik Phase 4 indeed, Puerto Madryn is the best Cap Goods / R investment option currently available and is second only to Nuuk Phase 3 in Cap Goods / Die. Still I would rather use our R surplus to heavily invest in the reconstruction commissions so that we aren't spending our precious dice on reconstruction projects, when we could be spending it on plan commitments.
 
Hmmm…
I like the [] Draft Plan MORE POWER But No Tiberium Power
plan, but I think I actually would have preferred the Tiberium Power variation of it. This should allow for reallocation of a free die to put into plasma missiles and a more aggressive pursuit of Nuuk.
We really can't spare Political Support for tiberium power right now; we need to renegotiate our Plan goals.

so my thoughts on the enterprise bays are this: it will be far more valuable to us to do the station bay then the fusion and gravity ship bays as this will let us snowball our space industry faster furthermore our space forces will benefit greatly from ships capable of deploying troops from orbit as unlike satellites and stations they can move around letting them deploy troops anywhere on earth
Because of how re-entry works, a space station can drop troops on a target that isn't directly under it. We seem to have a fair amount of flexibility there as long as we're planning ahead, or willing to settle for small rapid drops. We've so far been able to drop small units for rapid response in places in the Arctic (which is hard for stations in equatorial orbit) and large units on advance notice in places like Jacksonville.

This please we've seen what they get up to with technomancy. Imagine what would happen with pure mind control.
We are very likely to see it soon even if not necessarily this turn.

I will see what I can shake loose... probably has to be the firehawk wingman not sure if anything else in Mil can spare a die.

Edit- I notice you are not doing industrial lasers, that is something we want so reconstruction can include it as well as new construction and given this line: ranging from existing uses, where it is likely to be a substantial efficiency upgrade
I'm going to put a hard 'no' on that. As you may remember, we have a very harsh Capital Goods target to hit for this plan, along with high Energy requirements.

I am not diverting a die from either fusion power or Nuuk Phase 3 this turn, just for the sake of knocking -25 or whatever off the cost of a future "rollout crystal beam lasers in industry" deployment project by making sure a few specific factories are refitted with it in advance. It's not worth it. It is worth it for the Sharks because those ships are going to be thrown into immediate life-and-death convoy battles. Getting better industrial lasers rolled out in a marginally more efficient manner probably isn't a matter of life and death; getting our Capital Goods megaproject up and running and having enough power for the global grid are.

Or poor dice rolls which has happened in the past. And at 4 dice if we have no stored progress and other needs for HI and free dice it can be gambling on a 3 dice low percent. The point with the alternative it is guarnteed, we don't have to worry about poor dice rolls causing us to fall short for the turn.
Yeah, but at some point it becomes either a symptom of poor management, of desperation, or of neurosis. Right now it's "desperation-" we need the Energy for so many wartime projects that we're shoveling dice into power plant construction at an extreme pace. At other times, it'd be something else.

Let me put it to you this way. Right now the option on offer is -3 Energy for -1 Heavy Industry die. Let's be generous and say that's equivalent to five dice per fusion plant phase. The mean per-turn Progress we can expect on Heavy Industry dice is about 80 points, so in effect that's like getting the offer:

"I will make every die you ever roll on fusion power a 51 forever, in exchange for the power plant phases costing 400 Progress instead of 300."

Is the extra peace of mind worth the tradeoff of having to spend more dice on every plant you build? This is not a trivial question.

...

Yes, we get stability and predictability, but the tradeoff in Energy return on investment is markedly worse. Enough worse that I don't think we'd be wise to take the deal now, though that may change later.

So, one thing to keep in mind is that I am one person. And in order to not be overwhelmed there are limits to how many dice and how much bonus you can actually have. I'm starting to put in ways to spend that Dice and bonus now that I can give you more later. This is something that I've mentioned previously primarily referencing black stars solution to the problem and how I felt it did not quite work right.
That's eminently understandable. On the other hand:

1) From a mathematical standpoint, the players may not want to take an autodice option if it isn't going to pay off very well. For example, you've offered us a fusion autodice option, but at a relatively 'trickled' rate. This won't actually stop us from having to build fusion reactors every turn in a situation like this where we're easily using up something like 12 Energy per turn with all the work we're doing. Since the amount of work for you is about the same whether we spend 2 of our 3 HI dice or 3 of our 4 HI dice on fusion reactors, I'm not sure it'll save you much trouble.

2) In the context of right now, we also face harsh Capital Goods requirements, making 'economize on Heavy Industry dice' very important. So an option that trades HI dice for Energy at a rate lower than the most efficient option available ("build fusion reactors on manual") is unlikely to get chosen, all else being equal, unless the QM is more or less growling at us and saying "take this or else, dammit."

3) Are you tacitly saying "take this deal or I'm going to get angry because I feel overwhelmed?" Like, I'll understand and sympathize if that's true, but at that point we need to find a different way to handle things. Because at that point, offering autodice options the players can take or leave may not be your best choice. What happens if they decide to leave it? Or if it doesn't work out mechanically the way you hoped? I'm reminded of BotCommander's "UN military quest," where he had some problems with getting overwhelmed with options, and some of his proposed solutions were, well, they would have tended to have the opposite trend from what he was hoping for. This may take some brainstorming, and some openness. We're all fans of yours, and we don't want you to be crushed under the strain.

4) It should be noted that "two or three projects per category" has historically been pretty normal across most of the quest's timeline. About the only category where the quest seems to routinely exceed that, and thus create a lot of complexity, is the Military category... And that may not be a coincidence. Military is the area where we are experiencing by far the greatest complexity as players, because we have to consider complicated interactions between advancing technologies and urgent requirements, and importantly we are balancing the needs of half a dozen different factions of the military at once who all need different things for the armed forces as a whole to thrive. This, combined with the desire to defeat Nod rather than just fend them off, means we end up spending dice on something like eight projects a turn, more than any other 2-3 categories combined, as a rule. If you are feeling overloaded, that is probably the place to go. For example, right now I bet a lot of us would seriously consider a rule stating "take -1 Military die per turn and -20 RpT, and never have to worry about shipyard construction again, it'll be covered in the background."

5) There is one complication, Ithillid... Which is that the nature of the reallocation mechanic makes us very hesitant, sometimes, to set up permanent -RpT costs. Because if we still have to pay those costs after reallocation, it really cripples the budget. -20 RpT right now sounds good, but -20 RpT in 2062 would be very painful for us, for instance. Blackstar's quest doesn't have quite this problem, because the Ministry's budget doesn't fluctuate wildly at the end of every Five Year Plan. If players had the guarantee that the RpT budget for "grant-shaped" authorizations would go out of Treasury's budget and into the general pool, no longer taking away funds from the Treasury in the 'lean year' after reapportionment, then that would probably make them quicker to agree to such things.
 
[X] Plan: Stop Blowing Holes in My Economy (with Windmills)
Infrastructure 6/6 100R
-[X] Yellow Zone Fortress Towns (Phase 6) 0/300 2 dice 40R
-[X] Rail Network Construction Campaigns (Phase 4) 128/325 4 dice 60R 100%
Heavy Industry 5/5 + 4 170R
-[X] Continuous Cycle Fusion Plants (Phase 6) 30/600 4 dice 80R 86%
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 4 dice 80R 93%
-[X] Division of Alternative Energy (New) 1 die 10R auto
Light & Chemical Industry 5/5 100R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 514/640 3 dice 60R 99%
-[X] Medical Supplies Factories 129/225 2 dice 40R 95%
Agriculture 4/4 60R
-[X] Poulticeplant Development 0/50 1 die 20R 95%
-[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%
-[X] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7/7 130R
-[X] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 5 dice 100R 99%
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
Orbital 6/6 120R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 4 dice 80R 61%
-[X] Lunar Regolith Harvesting (Phase 2) 50/330 2 dice 40R
Services 5/5 + Erewhon 100R
-[X] Automatic Medical Assistants 0/300 3 dice 60R 16%
-[X] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[X] Hardlight Interface Development 0/40 1 Erewhon die 15R 76%
-[X] Expand Resettlement Programs 1 die 5R auto
Military 8/8 + 3 190R
-[X] Merchantman Carrier Conversions (High Commitments) 150/200 1 die 20R 92%
-[X] Escort Carrier Shipyard (Battleship Yard) 0/120 2 dice 40R 87%
-[X] Firehawk Wingmen Drones 0/450 3 dice 60R
-[X] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
-[X] Shark Class Frigate Shipyard (Melbourne) 0/300 1 die 20R
-[X] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
Bureaucracy 4/4 30R
-[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 3 dice 18 PS 49%
-[X] Allocate Resources to Reconstruction Commissions (Maximal) 1 die 30R auto

7/7 free dice
1/1 Erewhon die
1000 R

[X] Plan: Stop Blowing Holes in My Economy
Infrastructure 6/6 100R
-[X] Yellow Zone Fortress Towns (Phase 6) 0/300 2 dice 40R
-[X] Rail Network Construction Campaigns (Phase 4) 128/325 4 dice 60R 100%
Heavy Industry 5/5 + 4 170R
-[X] Continuous Cycle Fusion Plants (Phase 6) 30/600 5 dice 100R 99%
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 4 dice 80R 93%
Light & Chemical Industry 5/5 100R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 514/640 3 dice 60R 99%
-[X] Medical Supplies Factories 129/225 2 dice 40R 95%
Agriculture 4/4 60R
-[X] Poulticeplant Development 0/50 1 die 20R 95%
-[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 2 dice 20R 42%
-[X] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7/7 130R
-[X] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 5 dice 100R 99%
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
Orbital 6/6 120R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/305 4 dice 80R 61%
-[X] Lunar Regolith Harvesting (Phase 2) 50/330 2 dice 40R
Services 5/5 + Erewhon 100R
-[X] Automatic Medical Assistants 0/300 3 dice 60R 16%
-[X] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[X] Hardlight Interface Development 0/40 1 Erewhon die 15R 76%
-[X] Expand Resettlement Programs 1 die 5R auto
Military 8/8 + 3 190R
-[X] Merchantman Carrier Conversions (High Commitments) 150/200 1 die 20R 92%
-[X] Escort Carrier Shipyard (Battleship Yard) 0/120 2 dice 40R 87%
-[X] Firehawk Wingmen Drones 0/450 3 dice 60R
-[X] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
-[X] Shark Class Frigate Shipyard (Melbourne) 0/300 1 die 20R
-[X] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
Bureaucracy 4/4 30R
-[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 3 dice 18 PS 49%
-[X] Allocate Resources to Reconstruction Commissions (Maximal) 1 die 30R auto



This is going to be the last push we can do for Steel Vanguard before we have to stop and digest I think, so let's go.
 
I'm going to put a hard 'no' on that. As you may remember, we have a very harsh Capital Goods target to hit for this plan, along with high Energy requirements.

I am not diverting a die from either fusion power or Nuuk Phase 3 this turn, just for the sake of knocking -25 or whatever off the cost of a future "rollout crystal beam lasers in industry" deployment project by making sure a few specific factories are refitted with it in advance. It's not worth it. It is worth it for the Sharks because those ships are going to be thrown into immediate life-and-death convoy battles. Getting better industrial lasers rolled out in a marginally more efficient manner probably isn't a matter of life and death; getting our Capital Goods megaproject up and running and having enough power for the global grid are.
Crystal beam says it improves our current industry efficiency as well so we should see reduced energy or increased output from some of our current HI projects (as in ones we have already done)
 
[X] Plan MORE POWER But No Tiberium Power
[X] Plan MORE POWER + Firehawk Wingmen
[X] Plan MORE POWER While Erewhon Plays Refugee Tetris

[X] Plan We Need Power, Ships, Renegotiations, And Reconstruction
Infrastructure 6/6 Dice 95 R
-[X] Yellow Zone Fortress Towns (Phase 6) 0/300 (2 Dice, 40 R) (2/4 median)
-[X] Rail Network Construction Campaigns (Phase 4): 128/325 (3 Dice, 45 R) (92% chance)
-[X] Indianapolis Reconstruction Surge: 0/150 (1 Die, 10 R) (1 Tiberium Die, See Tiberum) (82% chance)

Heavy Industry 5/5 Dice + 3 Free Dice 160 R
-[X] Continuous Cycle Fusion Plant (Phase 6): 30/300 (5 Dice, 100 R) (99% chance)
-[X] Nuuk Heavy Robotics Foundry (Phase 3): 352/600 (3 Dice, 60 R) (54% chance)

Light and Chemical Industry 5/5 Dice 110 R
-[X] Reykjavik Myomer Macrospinner (Phase 4): 514/640 (2 Dice, 40 R) (84% chance)
-[X] Bergen Superconductor Foundry (Phase 1): 0/95 (1 Die, 30 R) (45% chance)
-[X] Medical Supplies Factories: 129/225 (2 Dice, 40 R) (95% chance)

Agriculture 4/4 Dice 40 R
-[X] Wadmalaw Kudzu Plantations (Phase 2): 3/300 (4 Dice, 40 R) (61% chance)

Tiberium 7/7 Dice 140 R
-[X] Yellow Zone Tiberium Harvesting (Phase 9): 2/325 (5 Dice, 100 R) (99% chance)
-[X] Harvesting Tendril Development: 0/40 (1 Die, 30 R) (100% chance)
-[X] Indianapolis Reconstruction Surge: (1 Die, 10 R) (See Infrastructure)

Orbital 6/6 Dice 120 R
-[X] Lunar Heavy Metals Mines (Phase 2): 145/385 (6 dice, 120 R) (99% chance, 2% chance Phase 3)

Services 5/5 Dice + 1 Erewhon Die 105 R
-[X] Automatic Medical Assistants: 0/300 (2 Dice, 40 R) (2/4 median)
-[X] Neural Interfaced Operating Theaters: 122/160 (1 Die, 20 R) (100% chance)
-[X] Mind Shields Development: 0/120 (2 Dice, 40 R) (92% chance)
-[X] Expand Resettlement Programs: Auto (1 Erewhon Die, 5 RpT)

Military 8/8 Dice + 4 Free Dice 220 R
-[X] Firehawk Wingmen Progress: 0/450 (3 Dice, 60 R) (3/6 median)
-[X] Shell Plants (Phase 6): 7/150 (2 Dice, 20 R) (72% chance)
-[X] Escort Carrier Shipyards (Battleship Yards): 0/120 (2 Die, 40 R) (87% chance)
-[X] Merchantman Carrier Conversions (High Commitment): 150/200 (1 Die, 20 R) (92% chance)
-[X] Heavy Support Laser Development: 0/50 (1 Die, 20 R) (100% chance)
-[X] Shark Class Frigate Shipyard (Melbourne): 0/300 (3 Dice, 60 R) (14% chance)

Bureaucracy 4/4 Dice 30 R
-[X] Request Reduction in Plan Commitments DC 120/160/200/240: 3 Dice (DC 240 49% chance, DC 200 77% chance, DC 160 94% chance)
-[X] Allocate Resources to Reconstruction Commissions (Maximal): Auto (1 Die, 30 RpT)

1020/1020 (985+35)
7/7 Free Dice
1/1 Erewhon Die

Energy Budget (Worst Case): 10 (Current) + 16 (Fusion) - 8 (Nuuk) - 1 (Medical Factories) - 3 (Battleship Yards) - 6 (Melbourne) = 8
Note: Not counting Bergen or Reykjavik as they aren't guaranteed.

Capital Goods (Worst Case): 13 (Current) - 2 (Neural Theaters) - 1 (Battleship Yards) - 2 (Melbourne) = 8
Note: Not counting Nuuk or Reykjavik as they aren't guaranteed.

Political Support (Worst Case): 72 (Current) - 10 (Carrier Conversions) - 18 (Renegotiations) = 44
Note: Not counting Kudzu.

So, something things this plan does is it gives a 61% chance of + 10 PS from the Kudzu going in to Renegotiations. Something I believe other plans should consider as we are currently at 18 Food. While we will need Food in the future and soon, this gives a solid shot at getting extra PS going into renegotiations, something we will need. It also avoids the Capital Goods Reconstruction Surges in favor of maximally investing in Reconstruction Commissions to save dice. It will not immediately solve those Reconstruction issues, but it will make them irrelevant in the long run. I did change my mind on Indianapolis Reconstruction as we do want that done sharpish to resume the offensive against Gideon while he is vulnerable.
 
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-[] Division of Alternative Energy: Auto (1 Erewhon Die, 10 R)
Again, I should note that as far as I can tell, this will make it actively harder for us to hit our Heavy Industry goals for the Plan. Finishing both Nuuk Phase 4 and enough Energy generation to build all the stuff we need will cost more dice, on net, unless the action has changed since when I last read it.

Agriculture 4/4 Dice 40 R
-[] Wadmalaw Kudzu Plantations (Phase 2): 3/300 (4 Dice, 40 R) (61% chance)
Sprinting on the kudzu plantations is an interesting idea. Clever. However, I think I'd wait, because one turn of low Political Support isn't a disaster- and it is very likely that we can finish the kudzu plantations next turn even if they have a vanishingly poor chance of finishing this turn.

Tiberium 7/7 Dice 145 R
-[] Yellow Zone Tiberium Harvesting (Phase 9): 2/325 (5 Dice, 100 R) (99% chance)
-[] Intensification of Green Zone Harvesting (Stage 6): 46/100 (1 Dice, 15 R) (100% chance)
-[] Harvesting Tendril Development: 0/40 (1 Die, 30 R) (100% chance)
I'm not a big fan of skipping Indianapolis, by the way. A good chance to keep up momentum in North America could save us a lot of trouble. The "intensification" option I had here was always meant as an optional thing that I could willingly take or leave; it's not a high priority, nor is spending one extra die on fortress towns for minimal chance of actual stage completion. I think it's well worth taking one Tiberium and one Infrastructure die and putting them on Indianapolis.

Military 8/8 Dice + 4 Free Dice 210 R
-[] Firehawk Wingmen Progress: 0/450 (2 Dice, 40 R) (2/6 median)
-[] Plasma Warhead Factory (Phase 1): 53/90 (1 Die, 20 R) (100% chance, 15% chance Phase 2)
-[] Shell Plants (Phase 6): 7/150 (2 Dice, 20 R) (72% chance)
-[] Escort Carrier Shipyards (Battleship Yards): 0/120 (2 Die, 40 R) (87% chance)
-[] Merchantman Carrier Conversions (High Commitment): 150/200 (1 Die, 20 R) (92% chance)
-[] Heavy Support Laser Development: 0/50 (1 Die, 20 R) (100% chance)
-[] Shark Class Frigate Shipyard (Melbourne): 0/300 (3 Dice, 60 R) (14% chance)
I am less than pleased about you cutting a Firehawk drone die to get plasma missile factories, but I understand why you are doing it. I feel like it hurts the Air Force unduly, though.

Where would you recommend putting that extra die then? YZ forts, BZ apartments, arcologies or shuttles?
Railroads, apartments, or shuttles. Railroads if you want to push Steel Vanguard and maybe stretch it beyond next turn into one more final turn of offensives. Apartments if you want to focus on the needs of the refugee. Shuttles if you want to take maximum advantage of our large budget to build up long-term goals.

Eh I'm trying to basically get ahead of our current power needs, I know it's not the end of the world or anything but I want to get as close to phase 7 as possible so that we're as far into the black as possible rather then feeling like we're close to needing to use the reserves like we have been since the war started.
I get the logic, but getting Nuuk Phase 3 ready to go is pretty important too, and is also a matter of getting ahead of current needs.

It's a bit of a case of trying to cut costs a little there so if I don't use up all the none reserve resource budget with everything else I'll move a die.
Honestly,

As I've said before I want it done this turn rather then mucking around trying to get a perfect amount of progress with as few dice as possible so we can work on other things rather then having this failing to finish yet again so I'll put two dice on it for a 99% chance rather then gambling on a 56% chance thank you very much.
Well, I still disagree. We have too much going on in Agriculture to waste dice, and there is effectively no real downside to waiting one more turn for the freeze-drying plants to complete other than pure personal crankiness.

It may not turn out to be a problem if we renegotiate the Stored Food requirement, but if we don't, we might find ourselves regretting every die we spent in Agriculture on something not strictly necessary. Similar arguments apply to the poulticeplant project. "Hedging your bets" is lovely, but a man should do so with an eye to how much he can afford to spend on his hedges.

Broadly yes. It will be a little bit different in some of the specifics, but definitely the same style.
Now that is an option I'd take with eager enthusiasm!

I'll be honest I'm not totally convinced about doing Indianapolis repairs. If we do then that's assuming another 2 quarters of fighting to get any use out of it whatsoever.
I think w can afford to leave Giddy Boy alone for now.
As Void Stalker pointed out, we just spent like 2-3 quarters fighting Nod's armies while gaining minimal territory except in a few soft spots. This is the part where they're finally weakening enough for us to gain ground. If our forces have to grind to a halt now, then we've just fought a bloody battle of attrition and our enemies will, in most cases, be able to rearm before we fight them again. If we can keep up the pressure for a turn or two more, we may gain considerably more actual Green Zone land than we have, which will pay off in many ways.

Being able to sustain this offensive is vital, it's a huge part of what made Ground Forces even want to do it in the first place. Indianapolis is desirable because it lets us resume pressing Gideon in hopes of breaking the Nod presence in southeastern North America, breaking it before Gideon can reconsolidate his forces. Even if we can't conquer the whole region (we probably can't), we'll do a lot more damage to it, and take a lot more. Actually conquering Florida, for example, would be very nice.

The Cap Goods Reconstruction Options in Puerto Madryn and West Europe are comparable to Nuuk and Rekjavik Phase 4 indeed, Puerto Madryn is the best Cap Goods / R investment option currently available and is second only to Nuuk Phase 3 in Cap Goods / Die. Still I would rather use our R surplus to heavily invest in the reconstruction commissions so that we aren't spending our precious dice on reconstruction projects, when we could be spending it on plan commitments.
It's efficient, but it's also going to complete itself pretty quickly. If we aren't in real danger of going into negatives on Capital Goods (we're not if Nuuk Phase 3 finishes, unless global Nod naval raiding gets a LOT worse or someone manages some very nasty nuclear sabotage)...

I don't think it's worth it. We're just too close to the wire on Heavy Industry needs, and we need Bureaucracy dice too right now.

Crystal beam says it improves our current industry efficiency as well so we should see reduced energy or increased output from some of our current HI projects (as in ones we have already done)
I'm not saying it's worthless, but I don't think the benefits are large enough to make it an immediate action item worth delaying completion of Nuuk or risking delaying completion of a power plant phase.

It's like the Leopard II yard; do we want it, yes, can we afford to prioritize it in the rush to accomplish other goals, not really right now.
 
Some further tweaks to the final version.

First, hat's off to @doruma1920 for thinking of "four on kudzu" as a gambit here. I'm for it, especially since I do explicitly plan to renegotiate the Stored Food requirement, which will make it easier for us to afford it.

General demand for mind shields has led me to prioritize it over hallucinogens yet again. :(

I have also grudgingly yielded to @doruma1920 on using the fourth Bureaucracy die to set up a reconstruction authority instead of interdepartmental favors. We may need to barter for favors next turn, but hopefully the kudzu finishing this turn will buy us enough goodwill to make it a moot point.

EDIT: I have decided to go whole hog and do a -30 RpT reconstruction budget.

EDIT TWO: Shifted from four dice on Firehawk drones to three dice on Firehawk drones and one die on plasma missiles.



1010/1020 R
7/7 Free dice

(-25 R of the costs here is RpT lost in ongoing trickles for refugee resettlement and reconstruction work)

TENTATIVE ENERGY BUDGET
+10 (Existing Surplus) + 16 (Fusion Phase 6)
-8 (Nuuk Phase 3) -1 (Medical Supplies) -3 (Battleship Yards)
End Result: +14 Energy surplus, hopefully in a better position to do another round of fusion next turn.

TENTATIVE CAPITAL GOODS BUDGET
+16 (Existing Surplus)
-2 (Operating Theaters) -1 (Battleship Yards)
End Result: +13 Capital Goods, possibly +29 if Nuuk Phase 3 clears but I'm not counting on it.

(Note contradiction: I am trying to account for Nuuk's energy consumption, without relying on Nuuk's Capital Goods production)




[X] Plan MORE POWER But No Tiberium Power
Infrastructure 6/6 Dice 95 R
-[X] Rail Network Construction Campaigns (Phase 4) 128/325 (3 Dice, 45 R) (92% chance)
-[X] Yellow Zone Fortress Towns (Phase 6) 0/300 (2 Dice, 40 R) (2/4 median)
-[X] Indianapolis Reconstruction Surge 0/150 (1 Die + 1 Tib Die, 10 R) (82% chance)
Heavy Industry 5/5 Dice + 3 Free Dice + EREWHON 180 R
-[X] Continuous Cycle Fusion Plant (Phase 6) 30/300 (5 Dice, 100 R) (98.8% chance)
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 (3 + E Dice, 80 R) (89% chance)
Light and Chemical Industry 5/5 Dice 110 R
-[X] Medical Supplies Factories 129/225 (2 Dice, 40 R) (95% chance)
-[X] Bergen Superconductor Foundry (Phase 1) 0/95 (1 Die, 30 R) (45% chance)
-[X] Reykjavik Myomer Macrospinner (Phase 4) 514/640 (2 Dice, 40 R) (81% chance)
Agriculture 4/4 Dice 40 R
-[X] Wadmalaw Kudzu Plantations (Phase 2) 3/300 (4 Dice, 40R) (61% chance)
Tiberium 7/7 Dice 140 R
-[X] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 (5 Dice, 100 R) (99% chance)
-[X] Harvesting Tendril Development 0/40 (1 Die, 30R) (100% chance)
-[X] Indianapolis Reconstruction Surge 0/150 (1 Die + 1 Infra Die, 10 R) (82% chance)
Orbital 6/6 Dice 120 R
-[X] Lunar Heavy Metals Mines (Phase 2+3) 145/385 (6 Dice, 120 R) (99.99% chance of Phase 2, 2.3% chance of Phase 3)
Services 5/5 Dice 80 R, -5 RpT
-[X] Neural Interfaced Operating Theaters 122/160 (1 Die, 20 R) (100% chance)
-[X] Automatic Medical Assistants 0/300 (1 Dice, 20 R) (1/4 median)
-[X] Mind Shields Development 0/120 (2 Dice, 40 R) (92% chance)
-[X] Expand Resettlement Programs (automatic)
Military 8/8 Dice + 4 Free Dice 210 R
-[X] Shell Plants (Phase 6) 7/150 (2 Dice, 20 R) (72% chance)
-[X] Firehawk Wingmen Drones 0/450 (3 Dice, 60 R) (3/6 median)
-[X] Plasma Warhead Factory (Phase 1) 53/90 (1 Die, 10 R) (100% chance Phase 1, 15% chance Phase 2)
-[X] Merchantman Carrier Conversions (High Commitment) 150/200 (1 Die, 20 R) (92% chance)
-[X] Shark Class Frigate Shipyard (Melbourne) 0/300 (2 Dice, 40 R) (2/4 median)
-[X] Escort Carrier Shipyards (Battleship Yards) 0/120 (2 Dice, 40 R) (87% chance)
-[X] Heavy Support Laser Development 0/50 (1 Die, 20 R) (90+ % chance)
Bureaucracy 4/4 Dice, -20 RpT
-[X] Allocate Resources to Reconstruction Commissions (Maximal, -30 RpT)
-[X] Request Reduction in Plan Commitments (3 Dice) (99.5/94.0/77.2/49.2% chance of successive DC's)
--[] -18 PS, leaves us 72-28 = 44 PS to negotiate with, plus hopefully +10 from the kudzu plantations with a little luck

@IndustrialVice2 , I've now actually posted my final-ish version of this plan. I hope you still like it; you may want to review it since you kind of already voted for it (or not, depending on how "draft" is interpreted)
 
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Military 8/8 Dice + 4 Free Dice 220 R
-[] Shell Plants (Phase 6) 7/150 (2 Dice, 20 R) (72% chance)
-[] Firehawk Wingmen Drones 0/450 (4 Dice, 80 R) (4/6 median)
-[] Merchantman Carrier Conversions (High Commitment) 0/200 (1 Die, 20 R) (92% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 0/300 (2 Dice, 40 R) (2/4 median)
-[] Escort Carrier Shipyards (Battleship Yards) 0/120 (2 Dice, 40 R) (87% chance)
-[] Heavy Support Laser Development 0/50 (1 Die, 20 R) (90+ % chance)
Since it's not going to finish anyway, and anything that does finish in the next two or three turns will help the war, I'd say cut the Frigate yard and split the dice between plasma warheads and railgun munitions.
 
It's efficient, but it's also going to complete itself pretty quickly. If we aren't in real danger of going into negatives on Capital Goods (we're not if Nuuk Phase 3 finishes, unless global Nod naval raiding gets a LOT worse or someone manages some very nasty nuclear sabotage)...

I don't think it's worth it. We're just too close to the wire on Heavy Industry needs, and we need Bureaucracy dice too right now.

I agree that the Cap Goods Reconstruction Options are not worth it, however, I do think that the Reconstruction Commissions is beneficial in that it will deal with new damage as it occurs and keep us from needing to invest in extensive reconstruction as the War continues and damage accrues in other areas.

As for Alternative Energy, I have come around to keeping to Fusion until the End of the Plan. the Division of Alternative Energy will be very nice Q1 2062, but right now it is less die efficient then slamming out phases of Fusion (3 Energy per Die compared to 4 Energy per die)

For Indianapolis, I thought about it some, and keeping the pressure on Giddeon could seriously close the American South pocket. He is vulnerable. He has lost the Resources of Majors and the machinery of Mondragon. The other closest warlords are Stahl, who hates him, Reynaldo, whose territory is also being strangled, and Mehretu, who is busy with the Caravanserai.
 
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