Look, either we give up dice soon or we will be made to give up dice. With worse consequences.
 
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[X] Plan Simon's but with plasma and railguns
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 (2 Dice, 40 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 220 R
-[X] Shell Plants (Phase 6) 7/150 (2 Dice, 20 R) (72% chance)
-[X] Firehawk Wingmen Drones 0/450 (4 Dice, 80 R) (4/6 median)
-[X] Plasma Warhead Factory (Phase 1): 53/90 (1 Die, 20 R) (100% chance, 15% chance Phase 2)
-[X] Merchantman Carrier Conversions (High Commitment) 0/200 (1 Die, 20 R) (92% chance)
-[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)
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
Bureaucracy 4/4 Dice, -20 RpT
-[X] Allocate Resources to Reconstruction Commissions (Aggressive, -20 RpT)
-[X] Request Reduction in Plan Commitments (3 Dice) (99.5/94.0/77.2/49.2% chance of successive DC's)

As the name says, this is Simon's plan, but drops the Shark Frigate to develop Railgun Munitions and finish the first round of Plasma Warheads.
 
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.

Yeah I should have clarified, that list of four are all the problematic spots in the Plan, I don't think we need to renegotiate Lunar mines or the Cap Good target, but if we wanted to they are on the table.
 
As the name says, this is Simon's plan, but drops the Shark Frigate to develop Railgun Munitions and finish the first round of Plasma Warheads.
we need to massively invest in the navy as early as possible because it takes years for the shipyards to produce the tonnage needed , we need our shipyards done years in advance , So I believe dropping any naval actions at this point is a mistake
 
This:
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.
We can either star using dice for passive income or we will be forever hobbled by being control freaks
 
OK but that is not at all like

Look, either we give up dice soon or we will be made to give up dice. With worse consequences.

I get that we will need to start trading in dice but that's more a beginning of next plan thing when we won't have the resources needed for high end projects and can't afford all our dice anyway.

Not when we are in the middle of a war with lots of resources and not enough dice and a cap goods target to hit.

You were making it sound like something horrible was going to happen if we didn't lose dice now and that was the opposite of my take on it. We were actually told it's not expected that we will go for it till later.

However, lot of turns you are not spending 12 to 24 Energy. Right now during the war, yeah, you are, and I don't actually expect that you will instantly jump on this, and there are interesting stories that I can tell about the extingincies that the war and the frenetic pace of construction. It is more for after the war, when you are starting to slow down and move free dice away from the energy guzzling military sector, and you are spending 1-3 energy a turn.
 
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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.
The problem is twofold. One part is total expenditure- given the naval situation, it's a display of bad faith to not put forth a major effort to create the infrastructure the Navy needs to resolve its problems. That's inherently a multi-turn project requiring sustained heavy investment.

The second part is that these yards are big. It's super wasteful to try to slam them out in a single turn in a hurried manner, and much more dice-efficient to have two or three yards "cooking" at once to the tune of 1-2 dice per turn each. Since we're hard pressed for Military dice, the efficiency matters.

But these aren't all-defeating problems; if you want to put up a variant that does as you describe, I might well approval-vote it.

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.
I am already supporting it. See the current iteration of my plan draft.

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.
I am supportive of this. I don't say we can fully close the pocket, but we can at least reasonably hope to, say, take Florida, which would improve the naval situation in the region quite a bit.

I also agree about the energy thing. I think it's a good idea... for 2062Q1 or so.

Same issue. We need to have the military's back with new Fortress Towns. Otherwise this is just raiding, not taking territory.
We have enough Infrastructure dice to finish either a phase of railroads or a phase of fortress towns, but not both. We have to pick one or the other to prioritize in this turn. My plan prioritizes railroads because supply lines are a big part of keeping the war effort going at a distance. It does, you will note, spend enough on fortresses that we will be able to relatively easily finish off a phase of fortresses next turn.

Meanwhile, we'll be studding the forward countryside with little tiberium-harvesting outposts, many of which act as strongpoints for the military as well.

Now then to a slight concern of mine.

I'm sure it's being done in the hope of being efficient and not wasting progress but would it be worth putting the 2 dice for the frigates into the firehawks in the hope of finishing them this turn?
I do not agree with doing this because I think the Navy's need is urgent enough that it demands a more serious effort from us, in which we cannot just stop building frigate yards at any point in the near future.

Among other things, because I'm pretty sure the Nod naval raiding won't stop at the end of the Steel Vanguard offensives; if anything it may intensify because why wouldn't it? We're going to have to stop those raids by force, probably some time in 2061-62, which is about when the Sharks hit the water if we move quickly.

Mainly for a very high chance to get Rail Networks 4, even if giving up a chance of finishing next tier of Fortress Towns stings, and high investment in lunar heavy metal mines and Kudzu.
Thank you. The problem is that chasing that "chance of Fortress Towns" is really dice-expensive and arguably not worth it. My plan does position us to finish the project next turn unless we roll like a 4 and a 8 on the dice or something.

this plan is good and hits all of the right points- maybe shifting some free dice away from the military towards space might, just might, be a good idea; but given that we still aren't out of the war yet, even if it is starting to wrap up, I can understand why the investment there is as high as it is.
Think that's gonna have to wait until mid-2061 when we're wrapping things up. We really, really shouldn't need many Free dice to finish off the space plan as long as we don't divert effort and choose to be efficient.

Is there a reason you dont have any dice on Intensification of Green Zone Harvesting?
It would only need 1 dice.
From the description it would help military logistics and holding of captured territory.
The die that was budgeted for that went to Indianapolis, which helps the same things. I didn't want to detract effort from Yellow Zone Harvesting because I intend for more progress to take place on that and am hoping to complete at least two more phases of it before Steel Vanguard peters out entirely.

Pretty much all of our plan goals, other than Karachi, are achievable. Our orbital goals are ooc-confirmed to be non-negotiable, and we want to do the entire military set anyways. The only real sticking points are Arcologies (which we kind of want, but are going to be difficult to justify due to the war), Kudzu (where the die bonus is very shiny), consumer goods (sabotage fears), and food reserves (which the politicos and people, really, really want, even though we as players are more attracted to just about any other agricultural project).
Orbital is tough but we can do it. Capital Goods, likewise.

Arcologies aren't really a problem. Especially with Karachi off the table, we can just slam out a phase in 2061 and it's no problem. There's other stuff we might want to do instead, but nothing (including rails and fortresses) that we'll need to do instead.

Consumer goods is easy-ish because there are several paths to getting it; we can pick and choose what we invest in to make it happen.

Caffeinated kudzu- our plan commitment is up through Phase 2, which we're probably gonna finish this turn or next depending on whose plan wins and how lucky we are. Phase 3 would require serious extra investment... which is problematic because of the Stored Food requirement.

The big ones we need to renegotiate are Karachi (logistically impossible in 2061) and the Stored Food requirement (which we CAN meet... but if we're gonna meet it, we need to know NOW, and we're going to have to invest a lot of Agriculture dice into it). Renegotiation of Stored Food will probably entail some combination of "walk the commitment back to increased food production surpluses" and "walk the commitment forward to a future point in time some time in 2062-63."

Thought I'd do a review on your replan commitment issue as I fear your missing a few tihngs.
Problems to handle:

First off your all getting obsessed with getting to the 240 mark at the cost of going to 44 from 72 political support. Not a great plan all told.
That is a gross misrepresentation of "Plan MORE POWER But No Tiberium Power," which specifically walks the renegotiation action back to three dice instead of four because of desire to avoid overkill.

Also, the reason we fall to 44 PS is because we have to burn -10 PS in the same turn because of the conversion carriers. We have no goddamn clue what happens if we only hit the first DC, and since we do have at least two Plan goals we would really like to renegotiate, we don't want to find out, which is a fairly likely outcome of only rolling two dice.

Plan goals to address:

Orbital is at [6d100 dice +26 a dice]=450 averagex8 turns=3600 points average gains:
Enterprise is a mission goal and at (Progress 102/1535) or 1433 points remaining is 3.184 turns worth of dice for completion or of 19/48 dice commited for the next two years to pull that off. Leaving 29 dice to use for orbital goals. Your station build points goal gets eliminated by this +10 PS bonus and progress on other goals to boot.

More concerning is the 5x space mines goal. If you go heavy metal mines, it your remaining dice of 19d100+26 to use to buy it out with. 950+494=1414 in 450 point intervals. 1335 point with get you to +4 heavy metal(and start getting heavy metals reather than generic resources.) mines meaning one short for that route. So unless you count the surface rare metal gathering as mines in this case your going to need free dice or to go for the regolith to finish this one on average.
This has already been extensively mathed out. Exhaustively. Would you like a link to my thousand-word analysis on the subject? I can do it this afternoon.

As to the military goals you cite, the problem is that we have other quasi-mandatory military goals like "military shipyards, lots of 'em." Also we are really really gonna be under pressure to start supplying power armor to Ground Forces as soon as the pressure to build shipyards slackens a bit.

So what your actually arguing is the military viability of Karachi, the food storage goals, and the Giant pile of capital goods your behind in getting. Lunar mines ca probably be handled by clarifying if the rare metals gathering counts or not, because while its doable its also a tight margin not to address when your renegotiating anyway. The food is probably going to shift to a general food surplus at worse.
Rare metals counts.

The Capital Goods target isn't a problem because Nuuk Phase 4 covers the entirety of it, so all we need is a single (admittedly large, roughly fifteen-die) Heavy Industry project. It's likely to require Free dice when combined with our need for fusion energy, but we can do it.

The Stored Food and Karachi targets are the ones that really need renegotiations.

Also, I find the way you say "yours" kind of frustrating, because it makes you sound as if you think you're parachuting into the thread from outside and seeing all kinds of stuff we don't. You are part of 'us.' Welcome to the club.

With that said... I have no idea what your math is for Logistics. We have huge surpluses that are only being run down to medium surpluses because of all the shit involved in fighting an ongoing offensive and heavy Nod raiding. It's +20 after the maluses from those sources; without that, it'd be +37. Building the ICS, plus obsessive railroad construction since the offensive started, is the reason for that; we've done something like +28 or +32 Logistics worth of Infrastructure projects in the past year and a half or so.
 
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So the two leading plans are:
Plan Rebuild and Rearm
and
Plan MORE POWER But No Tiberium Power

Differences:
No differences.
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Crystal Beam Industrial Laser Development (+1 die, +10R, 70% CoS)Continuous Cycle Fusion Plant (+1 Die, +20 R, 98.8 % vs 86% CoS)
Division of Alternative Energy (+1 E die, +10 R, auto-success)Nuuk Heavy Robotics Foundry (+1 Die, +1 E Die, +40R, 89% vs 4% Cos)
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Bergen Superconductor Foundry (+1 die, +30R, 95% vs 45% CoS)Medical Supplies Factories (+1 Die, +20 R, 95 % vs 44% CoS)
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Tarberry Development (+1 die, +20R, 100% CoS)Wadmalaw Kudzu Plantations (+2 Dice, +20 R, 61 % vs 0% CoS)
Freeze Dried Food Plants (+1 die, +20R, 56% CoS)
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Intensification of Green Zone Harvesting (+1 die, +15 R, 100% CoS)Yellow Zone Tiberium Harvesting (+1 die, +20R, 99% vs 80% CoS)
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Lunar Rare Metals Harvesting (+2 die, +40 R, 58% CoS)Lunar Heavy Metals Mines (+2 dice, +40R, 99.99% vs 58% CoS 1 phase, 2.3% of 2 phases)
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Automatic Medical Assistants (+1 die, +20R, 0% vs 0%)Expand Resettlement Programs (+1 die, +5R, autosuccess)
Plan Rebuild and RearmPlan MORE POWER But No Tiberium Power
Plasma Warhead Factory (+1 die, +10 R, 100% CoS 1 phase, 15% CoS 2 phases)Firehawk Wingmen Drones (+2 dice, +40 R)
Shark Class Frigate Shipyards (+2 dice, +40 R, 64% vs 0% CoS)
I haven't checked the resource or indicator consumption.

Of the two, I'd generally say that Plan Rebuild and Rearm is more focused on development projects (tarberries, industrial lasers), immediate military aims and goals, while being more willing to risk noncompletion, whereas Plan MORE Power and No Tiberium Power is more focused on increasing our indicators and guaranteeing the completion of high impact projects.

Also, in the future, please keep the projects in the same order as they are presented in the threadmark. It makes comparisons between plans easier.
 
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we need to massively invest in the navy as early as possible because it takes years for the shipyards to produce the tonnage needed , we need our shipyards done years in advance , So I believe dropping any naval actions at this point is a mistake
I'm aware, but it's only the one yard. It's not like I've drop a lot of other naval projects. I fully agree both carriers and the naval lasers are a must, but if we don't plan on doing Karachi soon a frigate yard can wait. Meanwhile, better weapons help right now, and we do want to keep pushing on other fronts.
But these aren't all-defeating problems; if you want to put up a variant that does as you
Already did that.
 
I dislike Rearm splitting between fortress towns and railways, seems like in trying to do both you'll accomplish little of value short term where railways would be very useful, but also dislike POWER's military spending and not going maximum on the rebuild initiative. I think I'm just gonna abstain from voting this time.
 
@Ithillid confirmed that the Division of Alternative Energy -RpT costs go into play immediately (good news is that so does the +3 energy, and not the additional -1 HI die), as does the Allocate Resources to Reconstruction Commissions.

So @Void Stalker, you'll want to rebalance your plan for an additional 40 Resources in cost.
 
So @Void Stalker, you'll want to rebalance your plan for an additional 40 Resources in cost.
Thanks for the heads up, dropped to aggressive and swapped a fortress die to railroad to get the other 5R.

Also, in the future, please keep the projects in the same order as they are presented in the threadmark. It makes comparisons between plans easier.
I think all of mine should be in order, did I have any out of place?
 
Thanks for the heads up, dropped to aggressive and swapped a fortress die to railroad to get the other 5R.


I think all of mine should be in order, did I have any out of place?
Glad to be of use. I like the infra switch.

Nah, you were good, AFAICT. I just didn't want to call out anyone in particular in an analysis post, especially since it is something that just about all planmakers will do at some point.
 
Glad to be of use. I like the infra switch.

Nah, you were good, AFAICT. I just didn't want to call out anyone in particular in an analysis post, especially since it is something that just about all planmakers will do at some point.
Infra switch was probably the easiest way to save 5R I needed to get in budget. And I try to go in order because it makes it easier for me to look back and forth.
 
I think that the MORE POWER plan is going to have to drop a die from services.

What are people's thoughts on
2 dice on Automatic Medical Assistants (no chance of success this turn, but sets us up for an easier completion in future turns)
vs
1 die on Expand Resettlement Programs (autosuccess), and 1 die on Automatic Medical Assistants?

I suspect that I prefer the latter, but my imagination is failing me as to what the refugee situation will look like with and without the resettlement program.
 
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