If a action is a auto success shouldn't the free AI die go on it since it doesn't get the usual bonuses?
It's a great use if the AI die replaces a free die. If it is replacing a department die, the case becomes murkier. As an example, we are often willing to trade 2 bureau dice for 1 bonusless free die. Or are willing to forgo the use of a services die to be able to use those resources in a different department.
 
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 would have liked to go Maximal on the Reconstruction Commission, but that would require taking resources from somewhere else, and the likely target would be harvesting tendrils... which I want to do in order to get ready for vein mining sprees soon.
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.
I imagine that the Resettlement programs expedite processing refugees and moving them into existing housing, which probably both frees up some military forces from handling them, and also evens out the coming spike in population and thus housing demand. (We get a bump in Housing demand sooner, but not as drastic.)
 
[X] Plan MORE POWER But No Tiberium Power
[X] Plan Phoenix

The top one is a sensible plan; the bottom one makes use of the "give up a die" mechanics that I like. The "+energy per turn" option is at this point a lot more efficient than sinking dice into continuous fusion plants (with an average of 65 per heavy industry die, we're looking at ~5 dice to get to 300; which translates into ~100R for 16 energy, a significantly worse ratio than the 10R/3 energy), and it doesn't look like we're going to be going into Tiberium power any time soon, with all the plan re-negotiation stuff going on.
 
Analysis of Refugee Food, Health, and Housing Situation.

Food at Start of Q1: 14
Food Produced During Q1: BZ Aquaponics (Phase 1) (+6), Total = +6
Food at End of Q1: 14, Actual Change = 0

Food at Start of Q2: 14
Food Produced During Q2: BZ Aquaponics (Phase 2) (+6), Total = +6
Food at End of Q2: 22, Actual Change = 8
-Note: The extra two Food is most likely from Perennials, completed earlier in the plan and now paying dividends. It could also be from the territory we have taken from NOD.

Food at Start of Q3: 18

Refugee Requirements at Start of Q1: 1 Health, 0 Housing
Refugee Requirements at End of Q1: 3 Health, 0 Housing

Refugee Requirements at Start of Q2: 3 Health, 0 Housing
Refugee Requirements at End of Q2: 5 Health, 10 Housing
-Note: We started Q2 with 34 Housing, completed 8 Housing from two phases of YZ Fortresses, and ended Q2 with 40 Housing, therefore 2 was consumed by Refugees. However, this is contradicted by the Low Quality Housing figure. We started Q2 with 17 Population in Low Quality Housing, and ended Q2 with 27 Population in Low Quality Housing, therefore since we haven't built any additional High Quality Housing, we gained 10 population and must have gained 8 Low Quality Housing from moving into NOD territory.

Refugee Requirements at Start of Q3: 5 Health, 5 Housing (Projected)

Comparing the Food at the End of Q2 and the Food at the start of Q3 there is a 4 Food difference, at the same time we had 10 Housing worth of Refugees/Population arrive. We can therefore estimate every Housing worth of Refugees requires .4 Food, rounding up to .5 Food for each Refugee worth of Housing. This assumes no Agricultural sectors were occupied in the new territory. As for Health, from previous refugee waves we know that the amount of Health needed varies with the scale of the wave.

Currently we are expecting Refugees at a rate of 5 Housing per turn. If that is sustained for the remainder of the Plan and If we assume the .5 Food per Refugee is accurate, then we will need a total of 5*6/2= 15 Food for Refugees by the end of the Plan.

Edit: Forgot to mention, this is assuming we don't occupy any new territory with additional population and all the population gains are from the Refugees. Admittedly our current Average Refugee and Population gain is 5 per Turn, so it currently matches, but the exact amount is going to vary.

Adding that to the requirements for the 18 Points Food Reserve Commitment
-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

Total required Food: 27 (Food Required for Food Reserve) + 15 (Food Required for Refugees) = 42 Food Required Total
Food Currently Planned: 18 (Current) + 5 (Freeze Dried Food Plants) + 4 (Vertical Farms) + 4 (Fertilizer Plants) = 31 Total
-Note: Fertilizer Plants and Vertical Farms are needed to meet the Consumer Goods commitment

Additional Food Required: 42 - 31 = 9
Can be reached by either investing in two Phases of Agricultural Mechanization, two of BZ Aquaponics, or one of each.
-Agriculture Mechanization Projects (Phase 1 + 2): 0/400 Progress ~5 dice median
-Blue Zone Aquaponics Bays (Phase 3 + 4): 30/280 Progress ~3 dice median
-Agriculture Mechanization Projects (Phase 1) and Blue Zone Aquaponics Bays (Phase 3): 0/150 Progress ~2 dice median, 30/140 Progress ~2 dice median

We currently have 4 available dice in Agriculture after the dice required on average to complete the Reserve and Kudzu commitments.
I am not sure how accurate this assessment is, but I wanted to get a framework up to estimate how much Food we would need.
 
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I would have liked to go Maximal on the Reconstruction Commission, but that would require taking resources from somewhere else, and the likely target would be harvesting tendrils... which I want to do in order to get ready for vein mining sprees soon.
I imagine that the Resettlement programs expedite processing refugees and moving them into existing housing, which probably both frees up some military forces from handling them, and also evens out the coming spike in population and thus housing demand. (We get a bump in Housing demand sooner, but not as drastic.)
In that case, I do think I prefer the program to be started as soon as possible. Get people out of harms way faster, reduce the spread of disease, reduce the strain on our military, and allow us to start adjusting for the sheer wave coming our way all seem like significant wins. Maybe it'll even incentivize more people to come our way instead of heading deeper into Nod's core territory.
 
and the likely target would be harvesting tendrils... which I want to do in order to get ready for vein mining sprees soon.
I've wanted those tendrils since they first appeared, you can go back and look if you want, but if you're referring to the planned vein mining spree in the wake of the end of the operation, the op is likely to keep going for a couple turns or two. And the rebuilding seems much more important than having to push back tendrils for one turn.
 
I've wanted those tendrils since they first appeared, you can go back and look if you want, but if you're referring to the planned vein mining spree in the wake of the end of the operation, the op is likely to keep going for a couple turns or two. And the rebuilding seems much more important than having to push back tendrils for one turn.
Valid, I'll put in a variant that changes that.

[X]Plan Phoenix, Maximal
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 125R
-[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 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 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] Maximal (30 resources per turn)

975/1020 (-45 R/T)

[X]Plan Phoenix
[X] Plan MORE POWER But No Tiberium Power
 
Does anyone know what the DC for Request Reduction in Plan Commitments is to get the Council to let us off the hook for the Karachi invasion and for Food Stockpiling?
 
Does anyone know what the DC for Request Reduction in Plan Commitments is to get the Council to let us off the hook for the Karachi invasion and for Food Stockpiling?
Karachi is probably low. It was a commitment to an advisor, not to the politicians/parties. Food stockpiling is probably much harder, as it's a trauma point for our citizens from the last war.

It doesn't help that the GM has been dropping hints that Nod might have biowarfare capabilities that could wipe out portions of our food production, and we'd need to rely on food storage for the meantime. And considering that as players don't know just how much food we are producing in total, just our current surplus, that is quite frightening indeed. So mechanically we want it gone, but narratively...
 
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Does anyone know what the DC for Request Reduction in Plan Commitments is to get the Council to let us off the hook for the Karachi invasion and for Food Stockpiling?
It does not quite work like that. There is no DC X for getting off the hook for Karachi. The higher DCs are more along the lines of being able to make bigger and broader changes to the plan goals.
 
Does anyone know what the DC for Request Reduction in Plan Commitments is to get the Council to let us off the hook for the Karachi invasion and for Food Stockpiling?
Parliament was already making noises about reducing the Food Stockpile commitment when it became clear we weren't going to get roflstomped and we're going to have a refugee crisis instead. So that's probably not too bad.

Karachi might be painful, though, what with the Siege of the Himalayas going down. There is going to be pressure to Do Something before Nod pulls out another trump card and reduces our timer from three-four years to maybe one.
 
[X] Plan Tis But A Scratch
[X] Plan MORE POWER But No Tiberium Power

Alright doing a ranked voting since it seems the plan I want to favor won't win. I prefer this plan of the two leading ones because it gives Erewhon an actual role to take instead of being a glorified paper processor.
 
[X] Plan MORE POWER But No Tiberium Power
[X]Plan Phoenix
[x] Plan We Need Power, Ships, Renegotiations, And Reconstruction
 
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