Is there a reason we dont want to do stealth disruption?
Our current anti stealth still works reasonably well and we have a lot of other things that are higher priority to deal with now.
Welcome to planquests.
The quest where there is always a fire to put out and insufficient water/equipment/consumables to do so with. And even when you do, the entire situation catches on fire again the next turn somehow(or you get swamped with too much shinies).
 
[X] Plan MORE POWER But No Tiberium Power

And a slightly modified Plan Phoenix, which puts reconstruction on the commission, in order to get both a phase of CCF and Nuuk completed, does Kudzu for the cost savings and PS, and tries to actually get Firehawk drones out there to preserve our population of skilled pilots.

[X]Plan Phoenix
Infrastructure 6 dice +34 105R
-[X] Yellow Zone Fortress Towns (Phase 6) (Updated) 0/300 3 dice 60R 28%
-[X] Rail Network Construction Campaigns (Phase 4) 128/325 3 dice 45R 92%
Heavy Industry 5 dice +29 3 Free dice, Erewhon die 160R
-[X] Continuous Cycle Fusion Plants (Phase 6) (Updated) 30/300 4 dice 80R 86%
-[X] Nuuk Heavy Robotics Foundry (Phase 3) (Updated) 352/600 4 dice 80R 93%
-[X] Division of Alternative Energy 1 die auto (Erewhon) -10R/t
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%
Agriculture 4 dice +24 40R
-[X] Wadmalaw Kudzu Plantations (Phase 2) 3/300 4 dice 40R 61%
Tiberium 7 dice +39 135R
-[X] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 4 dice 80R 80%
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[X] Harvesting Tendril Development 0/40 1 die 30R 100%
Orbital Industry 6 dice +26 120R
-[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 dice +27 75R
-[X] Automatic Medical Assistants 0/300 2 dice 40R
-[X] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[X] Hardlight Interface Development (New) 0/40 1 die 15R 100%
-[X] Expand Resettlement Programs (New) 1 die auto -5R/t
Military 8 dice +26 4 Free Dice 220R
-[X] Firehawk Wingmen Drones 0/450 6 dice 120R 63%
-[X] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[X] Escort Carrier Shipyards (Battleship Yards) 0/120 1 die 20R 22%
-[X] Merchantman Carrier Conversions 150/200 1 die 20R 92%
-[X] Escort Carrier Shipyards (New York) 0/240 2 dice 40R 4%
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)

985/1020 (-35 R/T)

No, I have the 10R from the tib dice in the tib section.
Ah. I see that. Oops.
 
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[X]Plan Phoenix
I'd be happier if you dropped Division of Alternative Energy in favor of a maximal commitment to Reconstruction Commissions, but I understand the logic.
 
Yeah, but any bay represents a serious diversion of effort from hitting our Plan commitments for 2061Q4. We have literally zero Orbital dice left over. To hit our targets we have to spend every single remaining Orbital die on Orbital projects involving either moon mining or Enterprise Phase 5. The bays will have to be either funded with Free dice (which the military and heavy industrial sector need badly), or postponed until 2062 or later.

It's a great idea to do the Leopard II yard, and maybe to do the station bay, in 2062. When we have entirely new space commitments that aren't currently breathing down our necks.

I'm sure it will- just not enough to justify the diversion of effort when we're focused on trying to build the mines really fast right now.

Yes. On the other hand, we already have a huge number of fusion spacecraft, so it's not as bad as you might think. More and better ones would be great, but we can totally hit our target for moon mining in 2061Q4... as long as we do not divert effort to other projects. Sadly.
You're trying to say something here, but I'm just not sure what. That the Orbital dice are a wonderland where we can throw dice to the wind and see what happens, maybe?
[-] Lunar Water Mine
Discovered near the south pole of the Moon, small water deposits are currently worthless to the Initiative, but with settlements currently being planned, it is likely to be a key part in ensuring that future settlement is viable without support from the earth.
(+2 Lunar Water)
It's a good thing that this is greyed out. We already have one voracious, dangerous, ever-expanding, terribly useful resource on Earth. We don't need to add another.
 
[X] Plan Tis But A Scratch
[x] Plan MORE POWER But No Tiberium Power
[X]Plan Phoenix

//Edit:
[X] Plan Simon's but with plasma and railguns
 
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You're trying to say something here, but I'm just not sure what. That the Orbital dice are a wonderland where we can throw dice to the wind and see what happens, maybe?
It's a good thing that this is greyed out. We already have one voracious, dangerous, ever-expanding, terribly useful resource on Earth. We don't need to add another.
Son I don't know if I want to laugh with you or yell at you for just not getting it.
 
[X]Plan Phoenix

Very much in favor of this plan overall, but I am especially voting for it because it's the only plan that attempts to get the Firehawk Drones out in time to actually help reduce casualties and increase our air superiority during the war, rather than after it.

There are two nitpicks I'd change. (Though they don't change my vote.) First, I'd prefer you go Maximal instead of Aggressive for the Reconstruction Commissions; with both the Lunar Mines and the Tiberium Harvesting projects this turn, we'll be more than able to afford it. Secondly, I'd take a die off of Yellow Zone Fortress Towns and a die off of Green Zone Harvesting to do the Indianapolis Reconstruction Surge; I know it's only regionally important for a region we've already greatly secured, but I'd still like to put that extra effort into reducing Gideon's territory while he's still reeling from all the losses he's taken. Again, neither of these not being here changes my vote, but I think they're both minor improvements that would be of benefit.

I'd also like a die on the Plasma Warhead Factory, but that would take a Free Die away from one of our HI projects, so it's difficult to justify doing so.
 
Four Year Plan Required Dice as of the start of Q3 2060.
Infrastructure Projects
Infrastructure still requires the completion of one more phase of Arcologies and four phases of Karachi.

Required Projects:
-Complete at least one more phase of Blue Zone Arcologies: 1/650 Progress ~8 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods towards goal

-Complete at least four phases of Karachi Planned City: See Tiberium

Semi Required Projects:
-None

Infrastructure Total = 8 dice
36 Infrastructure dice for the rest of the Plan, ~28 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry does not have anything that is explicitly required by the Plan, however, the most progress efficient way to provide sufficient Capital Goods for the Plan Goal is via the Nuuk Heavy Robotics Foundry. It is possible to achieve the Capital Goods Plan Goal with a combination of other less Energy expensive options, in particular North Boston Phase 5. However, Nuuk is more efficient at producing the desired Capital Goods. Nuuk will require a significant expenditure of Energy, additionally the Military factories in the Plan will require 1.5 phases of Fusion Plants all on their own.

Required Projects:
-None

Semi Required Projects:
-Nuuk Heavy Robotics Foundry Phase 3-4: 352/1800 Progress, ~18 dice median
--Requires 4 Labor
--Requires 16 Energy
--Provides 48 Capital Goods
-Note: North Boston Phase 5 requires ~30 dice

-Continuous Cycle Fusion Plant Phase 6-8: 232/900 Progress, ~11 dice median
--Provides 32 Energy

Heavy Industry Total = 29 dice
30 Heavy Industry dice for the rest of the Plan, 1 die available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not have anything that is explicitly required by the Plan, however, it does provide a progress efficient way to provide Consumer Goods now that the grants have faltered and Consumer Goods have fallen behind thanks to the Regency War.

Required Projects:
-None

Semi Required Projects:
-Chemical Fertilizer Plants Phase 2: 65/240 Progress ~2 dice median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods

Light and Chemical Industry Total = 2 dice
30 Light and Chemical Industry dice for the rest of the Plant, 28 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the deployment of one more phase of Wadmalaw Kudzu and the increase of Food Reserve by 18 points.

Required Projects:
-Complete one more phase of Wadmalaw Kudzu Plantations: 3/300 Progress ~4 dice median
--Provides 4 Consumer Goods

-Food: 18 additional points in reserve:
--Strategic Food Stockpile Construction Phase 2-6: 38/1000 Progress ~13 dice median
---Requires 20 Food
---Provides 10 Food in reserve
---Note: Assumes Phase 5 and 6 continue the progress increasing pattern of Phase 2-4 and are 225 and 250 Progress respectively.
--Extra Large Food Stockpiles: 1 die 100%
---Requires 16 Food
---Provides 8 Food in reserve
---This is a single die, autocomplete project and as such we should use an Administrative Assistance or Erewhon die when we have the spare Food available.

Semi Required Projects:
-Freeze Dried Food Plants: 126/200 ~1 die median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 5 Food
--Note: Currently we have 18 Food, if we committed to producing an additional 18 Food we would not require Freeze Dried Food Plants. However, if we completed Freeze Dried Food Plants we would receive an additional 5 Food for a total of 23 Food, and we would require less Food for the stockpiles. If the Food provided by Freeze Dried Food Plants is the Food freed up by more efficient stockpiling, then it follows that the required Food per Food Reserve changes from 2 Food per Food Reserved to 1.5 Food per Food Reserved. This means we would require 27 Food for the remaining 18 Food Reserve. IE requiring us to produce 4 Food.

-Vertical Farming Projects Stage 2: 65/240 Progress ~2 dice median
--Requires 2 Energy
--Provides 4 Food
--Provides 4 Consumer Goods

Note: This analysis will continue with the understanding that Freeze Dried Food Plants will be completed for minimal dice as this requires 1 die, combined with 2 dice for one phase of Vertical Farming Projects (which was chosen over Blue Zone Aquaponics and Agriculture Mechanization as it provides sufficient Food for the Food Reserve Goal and some Consumer Goods for the Consumer Goods Goal), not completing Freeze Dried Food Plants would require 5 dice (assuming the use of two phases of Blue Zone Aquaponics and one phase of Agriculture Mechanization).

Note2: Assuming an AA die is used for Extra Large Food Stockpiles and thus not wasting the Agricultural die bonus on an autocompletion project

Note3: Text has stated that Parliament is willing to adjust the Food Reserve commitment to after the cessation of hostilities, but we would need to take the relevant Bureaucracy action.

Agricultural Total = 20
24 Agricultural Dice for the rest of the Plan, 4 dice available, no free dice required.
Tiberium Projects
Tiberium is the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the latter is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still, because it's possible, Tiberium Processing Plants is technically only Semi Required. Karachi can be completed with solely Tiberium Dice and as it is more efficient to do so, it is listed here.

Required Projects:
-Income: We require 30 RpT income from Tiberium (90 RpT - 60 RpT from Lunar Mines). The currently available non Orbital Income projects have an average RpT per Die yield of ~5. ~6 dice median

-Complete at least four phases of Karachi Planned City: 0/975 Progress ~11 dice median
--Requires 10 Labor
--Provides 12 Logistics

Semi Required Projects:
-Processing: 280 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing
--Note: Using Chicago Phase 4 and Tiberium Processing Refits for the Processing Goal costs on average ~7 and ~1 dice median respectively

Tiberium Total = 19
42 Tiberium Dice for the rest of the Plan, 23 dice available, no free dice required.
Orbital Projects
Orbital requires completion of Enterprise and 5 lunar mines.

-Complete GDSS Enterprise: 102/1535 Progress ~18 dice median
--Provides 1433 Progress to Station Goal
--Provides 2 Capital Goods
--Provides 2 Consumer Goods

-Stations: 1163 Points
--Enterprise provides 1433, no further station investment is required

-Complete at least five more phases of Space Mines:
--2 Rare Metals Mines, 2 Regolith Harvesters, 1 Heavy Metals Mines: 0/305 Progress ~4 dice median, 50/650 Progress ~8 dice median 145/385 Progress ~3 dice median
---Provides +60
---Note: In exchange for ~1 die each an extra 5 RpT can be gained by swapping the Regolith Harvesters for Heavy Metals Mines.

Semi Required Projects:
-None

Orbital Total = 33
36 Orbital Dice for the rest of the Plan, 3 available, no free dice required.
Military Projects
Military requires multiple single die projects to complete along with a few more extensive projects such as OSRCT.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-General Military Total = 2 dice

Space Force
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces
-Railgun Munitions Development: 0/60 Progress 1 die 87%
-Complete one more phase of Shell Plants: 7/150 Progress ~2 dice median
--Requires 1 Energy
-Complete one more phase of Ablative Armor: 54/200 Progress ~2 dice median
-Complete one more phase of URLS production: 0/200 Progress ~3 dice median
--Requires 2 Energy
-Ground Forces Total = 8 dice

Navy
-Merchantman Carrier Conversions: 150/200 Progress 1 die 92%
-Escort Carrier Shipyards (Battleship Yards) 0/120 ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
-Escort Carrier Shipyards (New York) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Escort Carrier Shipyards (Dublin) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Escort Carrier Shipyards (Nagoya) 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Navy Total = 12 dice
-Note: This is not currently in effect. However, it will be when Merchantman Carrier Conversions completes.

Steel Talons
-Develop Mastodon: 0/30 Progress 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost ~3 dice median)
--Going by Havoc Deployment will require 4 Energy
-Steel Talons Total = 4 dice

Semi Required Projects:
-None

Military Total = 35 dice
48 Military dice for the rest of the Plan, 13 dice available, no free dice required.
Economic Targets/Factors
-Energy: 10 current, 4 in reserve
--2 Required by Blue Zone Arcologies
--1 Required by Chemical Fertilizer Plants
--2 Required by Vertical Farming Projects
--1 Required by Freeze Dried Food Plants
--4 Required by Tiberium Processing Plants
--16 Required by Nuuk heavy Robotics Foundry for Capital Goods Goal
--2 Required by ULRS
--1 Required by Shell Plants
--3 Required by Battleship Yards
--5 Required by Escort Carrier Shipyards (New York)
--5 Required by Escort Carrier Shipyards (Dublin)
--5 Required by Escort Carrier Shipyards (Nagoya)
--4 Required by Mastodon Deployment
--48 Provided by Continuous Cycle Fusion Plants Phase 6-8
--Net: 7

-Logistics:‌ 20
--3 Required by Tiberium Processing Plants
--12 Provided by Karachi
--Net 29
--Note this is assumes the losses to raiding and military activity are permanent

-Food:‌ 18, 10 in reserve, 18 additional reserve required
--15 Required by Strategic Food Stockpile Construction
--12 Required by Extra Large Food Stockpiles
--Note: With Freeze Dried Food Plants
--4 Provided by Chemical Fertilizer Plants
--5 Provided by Freeze Dried Food Plants
--4 Provided by Vertical Farming Projects
--Net: 4

-Capital Goods: Current 13, must produce 31 for plan (37 in Reserve)
--2 Provided by Enterprise
--48 Provided by Nuuk Heavy Robotics Foundry Phase 3-4, see Heavy Industry Projects
--1 Required by Battleship Yards
--2 Required by Escort Carrier Shipyards (New York)
--2 Required by Escort Carrier Shipyards (Dublin)
--2 Required by Escort Carrier Shipyards (Nagoya)
--Net: 55

-Consumer Goods: 27 current, must produce 16 for plan
--Blue Zone Arcologies provides 4
--Chemical Fertilizer Plants provides 4
--Vertical Farming Projects provides 4
--Wadmalaw Kudzu Plantations provides 4
--Enterprise provides 2
--Total Provided: 18
--Note: Due to market disruptions caused by the Regency War, we now require Consumer Goods to complete the Plan Goals.

-Labor: 36, +4 per turn
--10 used by Karachi
--7 used by Nuuk Heavy Robotics Foundry
--Unknown when Labor gains from prosthetics will expire (Currently +4 per turn)
--Net 23+

-Income: 90 Points
--Lunar Mines provides 60 RpT
--Tiberium
--Net 30 RpT required

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 36 Total, 8 Required, 28 Available
Heavy Industry: 30 Total, 29 Required, 1 Available
Light and Chemical Industry: 30 Total, 2 Required, 28 Available
Agriculture: 24 Total, 20 Required, 4 Available
Tiberium: 42 Total, 19 Required, 23 Available
Orbital: 36 Total, 33 Required, 3 Available
Services: 30 Total, 0 Required, 30 Available
Military: 48 Total, 35 Required, 13 Available
Free: 42 Total, 0 Required, 42 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Currently the points where we are feeling the most strain are Heavy Industry, Agriculture, and Orbital.

Going in to Renegotiations there are four commitments that would give the most leeway. They are the Capital Goods commitment, the Food Reserve commitment, the Lunar Mines commitment, and Karachi. Of these the one that is the highest priority is Karachi where the lag time between shipyard completion and effect is likely not quick enough to support Karachi before the end of the Plan, even though dice wise it is perfectly within our means. Next most critical is the Food Reserve commitment, this is not due to directly to the dice required for the commitment itself, but the amount of Food it will consume. Especially with the incoming Refugees, which are currently incoming at a rate of sufficient to fill 5 Housing a turn. It is less critical then Karachi as we do have spare dice, and on average those could provide a lot of Food, 20 with Agriculture Mechanization (costs 2 Energy, 2 Capital Goods, and 1 Free die as it needs 5 dice on average and there are only 4 available Agriculture dice). The Lunar Mines commitment is next priority after the first two as the we need the Capital Goods for other Plan commitments and for various other projects.

Edit: To clarify the only currently essential renegotiation target is Karachi. With the Food Reserve commitment highly desired due to the Food needed for the refugees combined with the Food required for the reserve potentially exceeding the Agricultural dice available.
 
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Hmmm...

For now:
[X]Plan Phoenix
[X] Plan MORE POWER But No Tiberium Power

Pretty much my only problem with plan Phoenix is that especially since no direct rebuilding is included, I feel like going "maximal" on Reconstruction Commissions is all but required. Maybe also going for the frigates instead of the carriers for the second shipyard, but this is a lot more a matter of opinion.

Currently the points where we are feeling the most strain are Heavy Industry, Agriculture, and Orbital.

Going in to Renegotiations there are four commitments that would give the most leeway. They are the Capital Goods commitment, the Food Reserve commitment, the Lunar Mines commitment, and Karachi. Of these the one that is the highest priority is Karachi where the lag time between shipyard completion and effect is likely not quick enough to support Karachi before the end of the Plan, even though dice wise it is perfectly within our means. Next most critical is the Food Reserve commitment, this is not due to directly to the dice required for the commitment itself, but the amount of Food it will consume. Especially with the incoming Refugees, which are currently incoming at a rate of sufficient to fill 5 Housing a turn. It is less critical then Karachi as we do have spare dice, and on average those could provide a lot of Food, 20 with Agriculture Mechanization (costs 2 Energy, 2 Capital Goods, and 1 Free die as it needs 5 dice on average and there are only 4 available Agriculture dice). The Lunar Mines commitment is next priority after the first two as the we need the Capital Goods for other Plan commitments and for various other projects.

I feel that renegotiating Karachi and food reserves would basically solve our problems.
Lunar mines is something we actually need right now and can build comparably easily - we have enough dice and no war situation up there, so we should pull it off without even dipping into free dice. Same with capital goods - they are in reasonably secure Blue Zones and we need them right now and have the dice to do so.
 
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[X] Plan Tis But A Scratch

Alright this plan works the best from me. See you guys tomorrow to see how the vote is going again.
 
[x] Plan MORE POWER But No Tiberium Power
[x] Plan We Need Power, Ships, Renegotiations, And Reconstruction
[x] Plan Tis But A Scratch
- [x] Infrastructure 6/6 105R
- [x] Yellow Zone Fortress Towns (Phase 6) 2 dice 40R 0%
- [x] Indianapolis Reconstruction Surge 1 die + 1 Tib die 20R 82%
- [x] Rail Network Construction Campaigns (Phase 4) 3 dice 45R 92%
- [x] Heavy Industry 5/5 150R
- [x] Continuous Cycle Fusion Plants (Phase 6) 5 dice 100R 99%
- [x] Nuuk Heavy Robotics Foundry (Phase 3) 1 free die 20R 0%
- [x] Puerto Madryn Reconstruction Surge 1 free die + 1 Erewhon Die 20R 98%
- [x] Western Europe Reconstruction Surge 1 free die 10R 100%
- [x] Division of Alternative Energy 1 free die autopass
- [x] Light and Chemical Industry 5/5 110R
- [x] Reykjavik Myomer Macrospinner (Phase 4) 2 dice 40R 81%
- [x] Bergen Superconductor Foundry (Phase 1) 1 die 30R 45%
- [x] Medical Supplies Factories 2 dice 40R 95%
- [x] Agriculture 4/4 70R
- [x] Wadmalaw Kudzu Plantations (Phase 2) 1 die 10R 0%
- [x] Poulticeplant Development 1 die 20R 95%
- [x] Freeze Dried Food Plants 2 dice 40R 99%
- [x] Tiberium 7/7 130R
- [x] Yellow Zone Tiberium Harvesting (Phase 9) 5 dice 100R 99%
- [x] Intensification of Green Zone Harvesting (Stage 6) 1 die 15R 100%
- [x] Indianapolis Reconstruction Surge 1 die
- [x] Orbital 6/6 120R
- [x] Lunar Heavy Metals Mines (Phase 2) 6 dice 120R 99%
- [x] Services 5/5 70R
- [x] Neural Interfaced Operating Theaters 1 die 20R 100%
- [x] Hallucinogen Development 1 die 15R 88%
- [x] Hardlight Interface Development 1 die 15R 100%
- [x] Mind Shields Development 1 die 20R 28%
- [x] Expand Resettlement Programs 1 die autopass
- [x] Military 8/8 190R
- [x] Wingman Drone Deployment
-- [x] Firehawk Wingmen 3 dice 60R 0%
- [x] Plasma Warhead Factory (Phase ) 1 die 10R 100%
- [x] Shell Plants (Phase 6) 2 dice 20R 72%
- [x] Escort Carrier Shipyards
-- [x] Battleship Yards 2 dice 40R 87%
- [x] Merchantman Carrier Conversions
-- [x] High Commitments 1 free die 20R 92%
- [x] Heavy Support Laser Development 1 free die 20R 100%
- [x] Shark Class Frigate Shipyards
-- [x] Melbourne 1 free die 20R 0%
- [x] Bureaucracy 4/4
- [x] Request Reduction in Plan Commitments 4 dice 24PS DC240 89%
- [x] Free Dice 7/7
- [x] 4 in Heavy Industry
- [x] 3 in Military
- [x] Resources Income 945/985 Reserve 0/35
 
[] Plan: Navy, Erewhon and Tinfoil Hats.
Infrastructure 6/6 105R
-[] Yellow Zone Fortress Towns (Phase 6) 0/300 3 dice 60R 28%
-[] Rail Network Construction Campaigns (Phase 4) 128/325 3 dice 45R 92%
Heavy Industry 5/5 + 4 180R
-[] Continuous Cycle Fusion Plants (Phase 6) 30/600 5 dice 100R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 3) 352/600 4 dice 80R 93%
Light & Chemical Industry 5/5 100R
-[] Reykjavik Myomer Macrospinner (Phase 4) 514/640 3 dice 60R 99%
-[] Medical Supplies Factories 129/225 2 dice 40R 95%
Agriculture 4/4 50R
-[] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7/7 130R
-[] Yellow Zone Tiberium Harvesting (Phase 9) 2/325 5 dice 100R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
Orbital 7/6 + 1 140R
-[] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 dice +1 Erewhon Dice 60R 75~%
-[] Lunar Heavy Metals Mines (Phase 2) 145/385 4 dice 80R 92%
Services 5/5 75R
-[] Neural Interfaced Operating Theaters 122/160 1 die 20R 100%
-[] Hardlight Interface Development (New) 1 die 15R 100%
-[] Mind Shields Development (New) 2 dice 40R 92%
-[] Expand Resettlement Programs 1 die auto
Military 8/8 + 3 190R
-[] Merchantman Carrier Conversions (High Commitments) 150/200 1 die 20R 92%
-[] Escort Carrier Shipyard (Battleship Yard) 0/120 2 dice 40R 87%
-[] Shark Class Frigate Shipyard (Melbourne) 0/300 5 dice 100R 93%
-[] Shell Plants (Phase 6) 7/150 2 dice 20R 72%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
Bureaucracy 4/4 30R
-[] Security Reviews: DC50 2 die 100%,
-[] Security Reviews
-[] Allocate Resources to Reconstruction Commissions (Maximal) 1 die 30R auto

7/7 free dice
1000R
 
I'm just hoping a plan that doesn't give up a heavy industry die wins.

The energy trickle is interesting and I'm all for it eventually, but we have a lot of heavy industry to do at the moment.
 
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