With Military, there's a difference between wants and needs. The only things we need in 2061 are Plan Goals projects. Skywatch and the last frigate yard kinda straddle between the two categories. And everything else is things we want or things we'd like to do this Plan.
If other areas need free dice, then cut free dice out of Military. We can complete Plan Goals and Skywatch+frigate yard without free dice if need be. Anything beyond that next four turns is bonus. (Not that I'd want to only do just those projects, but priorities.)
We're the Treasury, not the Military-Industrial Complex.
The issue is that we need the military strong enough to deal with NOD to support whatever operations we want to do (such as our effort to boost ZOCOM to support glacier mining, or the naval buildup for karachi and protecting our global supply lines) But yes if we risk falling short on plan goals we would cut dice to do those, just right now we are not in that risk which is why we have been using free dice to play catch up on naval while also supporting the ongoing war.
Isolinear Chip Printer (Phase 2) 50 IP - Complete
The completion of the printer opens up new options for the SCED including improved computers for the development department and new probes for the pathfinder. However, it remains an experimental prototype, and has extremely low output and frequently breaks down, making it impractical currently for use outside the SCED or similar small-scale operations.
Pathfinder Shielding Refit Complete
The Pathfinder has been refitted with Shimmer shields at the Gagarin space station and once the refit was completed and tests were successful it departed for Jupiter. Once the Pathfinder arrived at Jupiter's ring system and the shield proved to work in keeping the radiation out, deployment of the probes began.
But shortly after launching the probes, telemetry was lost after a spike of interference and attempts to reconnect to the probes failed. They stayed in the Jovian system for another two weeks but no trace of the probes could be found. This also disrupted plans for the rest of the mission, aborting the scans of Io and Ganymede.
Craterscope Structure Development 688/600
The plans for the structure for the Craterscope have been completed and consist of the main mirror building surrounded by several supporting structures that will house the crew and provide power, water and air for the Craterscope and its crew.
Aquaponics Test Facility (Phase 1) Complete (Phase 2) 94/85
At SCED base on the Moon a new facility has been dug out for the testing of the impact of lunar gravity on growing crops. There are several bays ranging from an underground one with heat lamps and three near the surface that try to grow plants under variations of cover ranging from transparent aluminum to one where a test with a shimmer shield is planned once it is built and delivered.
Fusion Craft Landing Platform (Phase 2) 108/65
Near the the site of the craterscope a landing platform has been created for fusion shuttles with a hangar to service them while on the moon next to it. This removes the need to carry spare parts and someone capable of repairs on every flight to the moon, freeing up space on the Leopards for mission equipment or other cargo.
Surface Scan - Europa
Europa is the smallest of the four Galilean moons orbiting Jupiter, and the sixth-closest to the planet of all the 80 known moons of Jupiter. It is also the sixth-largest moon in the Solar System. Europa was discovered in 1610 by Galileo Galilei and was named after Europa, the Phoenician mother of King Minos of Crete and lover of Zeus (the Greek equivalent of the Roman god Jupiter).
Slightly smaller than Earth's Moon, Europa is primarily made of silicate rock and has a water-ice crust and probably an iron–nickel core. It has a very thin atmosphere, composed primarily of oxygen. Its surface is striated by cracks and streaks, but craters are relatively few. In addition to Earth-bound telescope observations, Europa has been examined by a succession of space-probe flybys, the first occurring in the early 1970s.
Europa has the smoothest surface of any known solid object in the Solar System. The apparent youth and smoothness of the surface have led to the hypothesis that a water ocean exists beneath the surface, which could conceivably harbor extraterrestrial life. The predominant model suggests that heat from tidal flexing causes the ocean to remain liquid and drives ice movement similar to plate tectonics, absorbing chemicals from the surface into the ocean below. Sea salt from a subsurface ocean may be coating some geological features on Europa, suggesting that the ocean is interacting with the sea floor. This may be important in determining whether Europa could be habitable.
Leopard Mk II VIP Transport Development 132/175
Work has begun on building a Leopard for the transportation of VIP's and vital cargoes. The current design includes a shimmer shield and anti-missile missile system provided by one of GDIs military development groups added to a stock Leopard in a way that both look the same to prevent them getting targeted by NOD forces. Additional 'jerk' thrusters provide rapid changes in lateral acceleration in emergencies to dodge missiles, while the body is also reinforced to take these sudden strains. However, the interior has not been neglected either-some of the luxury mock-ups include real wood paneling and spacious conference rooms.
SCEDQuest Q4 2060
This Side Quest was allowed by Ithillid and is supposed to be fun. Things happening in SCEDQuest will be affected by the main one, but unless Ithillid says otherwise it is only semi-canon.
Budget: 125 Capital + 423 Capital Reserve
Industrial Capacity: 170 IP
Pathfinder Time: 90 Days
Astronaut Teams: 3 (+4 per Plan)
Astrotech Teams: -1 (+1 per turn, +3 per year)
Earth-Luna:
Earthside Facilities (Unlimited Dice)
[]Isolinear Computing Center
Now we can print Isolinear chips, we can build dedicated computers for the development department who are eager to get the increased calculation power.
(Phase 1)(25 Capital per Die 0/200)
(Phase 2)(0/100 IP)(+5 to development dice)
[]New Johnson Training Center (Stage 6: Last Stage)
With the pool of qualified astronaut candidates thinning, SCED looks at more specialized personnel to bolster their ranks. Qualifications to become an Astrotech are still fairly high and require the right training and preparation facilities.
(25 Capital per Die 369/400)(+1 Astronaut Team per Plan, +2 Astrotech Team per year)
[]Reorganize Development Teams
As SCED expands it has gained more development teams but it is getting harder to manage them as operations are spreading across the solar system. By concentrating specialists and assigning some of the staff to supporting roles cost can be reduced while maintaining the same rate of progress.
(10 Capital per Die 0/50)(+10 to development dice, -1 development die)
[]Large Scale Assembly Plant
With the development of the new Leopard we can start building larger parts for use on the Moon and the plans for the Caterscope have revealed a need to do so.
(20 Capital per Die 0/200) 25% less part needed for construction on the Moon
Earth-Orbit Facilities:
[]Gagarin Station (Stage 4)
(1/10 Gagarin Station Parts; 5C and 10 IP per Part)(-1 Pathfinder maintenance time, +2 Mission planning die, +1 Research Die)(-3 Astrotech Teams)(For one station part per turn, the IP cost is waived)
[]Enterprise Orbital Assembler (Phase 1 of 4)
With the industrial space and resources available on Enterprise station steadily growing has come the possibility of other GDI departments besides the Treasury to get a piece of the orbital manufacturing station's capacity. Luckily Developmentalist, Starbound and even a few Militarist politicians continue to look out for the SCED and have reserved some of the station space for the small organization.
(3/100 IP)(+30 IP)
Lunar Facilities (3 Dice available):
[]Craterscope Foundations (Phase 1)
The crater chosen to house the Craterscope will require some preparations and cleanup before any kind of large scale facility can be built there.
(0/10 Foundation Parts, 4C and 4IP per Part)
(Phase 2)(0/300)
[-]Craterscope Structure (Phase 1)(requers Foundations to be completed first)
The construction of the main building will be a major effort that
(0/40 Structure Parts, 4C and 4IP per Part)
(Phase 2)(0/400)
[]Ore Electrolysis Test Facility Foundations (Phase 1)
With Luna not really offering potential for a chemical industry, ore will need to be refined with other methods. Electrolysis is not a new process to GDI, but trying it on Luna is no doubt going to result in new issues that need solving. The SCED can try to work out some of these kinks before work begins in earnest. Step 1 is a building to house the test facility.
(0/4 Foundation Parts, 4C and 4IP per Part))
(Phase 2)(0/85)
[]Aquaponics Test Facility (Phase 3)
While large scale agriculture is not yet required with the limited lunar population, a proper test site will not only make fresh food available to the astronauts, but also offer valuable experience.
(Phase 3)(0/20 IP)(-1 Astrotech)(Enables practical lunar agriculture tests)
[]Lunar Imaging Seismic Array (Phase 1)
LISA can be deployed from orbit, the pods landing and burying their sensors by themselves. The SCED will expand the array region by region, scanning each for available volcanic caves.
(4/10 Sensor Pods; 4C, 4 IP per Sensor Pod)
[]Pathfinder Landing Dock (Phase 1)
Pathfinder theoretically has the capability to land on and leave the lunar surface under its own power, but without the proper facilities this is only a theoretical possibility.
(0/3 Foundation Parts, 4C and 4IP per Part)
(Phase 2)(0/65)
Martian Facilities (13 Pathfinder days):
[]Initial Martian SCED Research Base
The initial base will follow a similar pattern to the lunar one. A number of prefabricated habitat units, connected to life support and power. However, the different environmental needs require custom-built facilities to deal with the slight atmosphere, windblown dust, and more normalized day-night cycle.
(0/10 Facilities; 7C, 5 IP per Facility)(-1 Astronaut Team)
[]Mars Gate Station
Since Mars is not in Leopard or Union range from Earth, a station needs to be constructed to serve as a gateway between Pathfinder and the groundside bases. From there, fuel, supplies and personnel can be transferred into the Multi-Use Landing Vehicles for transfer between the ground and orbit.
(2/5 Station Parts; 5C and 10 IP per Part)(Astrotech Teams -2)(For one station part per turn, the IP cost is waived)
Assembly
[]Improved Probes
With the Isolinear plant up and running we can build a new set of probes intended to be deployed from the pathfinder that take advantage of the higher computing abilities of the new chips to retarget the scanners while deployed allowing empty space to be ignored and interesting spots to be scanned in greater detail
(40 IP, reduces the time needed for scans by 1 day)
Development (7 Dice) +20
[]Europa Deep Ocean Sample Extraction Drone 0/200 (4C/Die+4IP/Die)
It has long been theorized that Europa contains oceans of liquid water under its icy surface, heated by geothermal forces. If this should prove to be the case, there may be life in some form huddled around the energy providing deep sea volcanoes on Europa. A specialized, disinfected robot would have to be designed to take samples without contaminating any potential ecosystem already in place
[]Grav Plate Rover Integration 38/250 (8C/Die+8IP/Die)
The grav plate technology is ready for integration. Most interesting for the SCED would be using the technology for rovers as the rocky surface of planets make traversal via ground contact wheels difficult. Grav plates would enable rovers to travel vast distances safely at absurd speeds due to the lower air and ground resistance.
[]Ore Electrolysis Smelter Development 0/200 (2C/Die+4IP/DIe)
Electrolysis can be used to extract metal from oxidized ore. With Luna lacking the prerequisites for a chemical industry, electro-chemistry will be needed for all on-site refinement. While Enterprise has seen and solved many of the issues involved already, it does so through sheer brute force. SCED is looking to refine the ores without needing to dedicate as much space, power and other resources for the production of raw material in a lunar environment.
[]Atmospheric Containment Shimmer Optimization 0/400 (1C/Die)
Hypothetically, a shimmer shield could be used to keep oxygen atoms from being sucked out into vacuum, however doing so will require a lot of tweaking of shield parameters.
[]Microteorite Shimmer Optimization 60/200 (1C/Die)
Micrometeorites, anything sized from tennis balls to dust grains, are a constant threat to orbital infrastructure. Tweaking shimmer projectors to protect against these projectiles should be relatively easy.
[]Leopard Mk II Civilian Transport Development 0/100 (6C/Die+6IP/Die)
The Leopard II is an advanced and functional base for transporting cargo up and down the gravity well, its accommodations for transporting passengers however are lacking. With the general amount of staff being moved for the SCEDs and the wider GDI operations, a version optimized for transporting people with some comfort should prove useful.
[]Leopard Mk II VIP Transport Development 132/175 (6C/Die+6IP/Die)
Moving officials of high importance up and down between Philadelphia has oftentimes been somewhat of a hassle for InOps and military security. As such a cooperative between the Space Commands civilian and military branches, the aerospace security bureau and milsec has been proposed to design a Leo II version with enhanced defensive capabilities. A project that would buy the SCED a lot of political capital in the upcoming renegotiations.
[]Union Fabricator Craft Development 0/225 (6C/Die+6IP/Die)
Another idea is more or less sticking a machine shop on a Union fusion craft, which would allow for advanced fabrication on site. Probably not quite to the point where putting together a station out of bar stock is possible, but significantly more than any current systems available.
[]Tick Tank Dig Experiments 0/150 (3C/Die+4IP/Die)
The Tick Tank has a unique digging system that may be useful in extraterrestrial construction, but first, a few groundside experiments will need to be performed.
Craterscope Projects (Warning: Some of these will have quality rolls; Quality can be improved)(Access to up to 5 Outside Dev Dice, each costs an extra 10C/Die)
[]Craterscope Mirror System Development 249/400 (4C/Die+1IP/Die)(Required)
The mirror system will collect the light from a tiny portion of the sky over hundreds of square meters and focus it onto a point as small as a stamp. It will require absolute precision in the micrometer range in both tilt control and manufacturing.
[]Craterscope Imaging Sensor Development 0/500 (8C/Die+1IP/Die)(Required)
The craterscope Imaging sensor will be one of the most advanced pieces of technology GDI currently is capable of producing. It will need to be capable of detecting single photons in a wide frequency range and allow the SCED to extract useful data from the minimal data collected.
[]Craterscope Atmospheric Analyzer Development 0/200 (10C/Die+1IP/Die)(Optional)
Using spectroscopy on the light given off by a planet's atmosphere, the makeup of that atmosphere can be extrapolated. Given the distances and projected minimum data required the Analyzer will need to be able to extract even more information out of an even smaller area of the sky.
[]Craterscope Asteroid Belt Detector 0/200 (10C/Die+1IP/Die)(Optional)
Detection of an Asteroid belt will be an even greater challenge since they are barely hotter than the cosmic background in most cases. However, using anomalies in photon gravitic phase shift should allow for at least confirming the position of asteroid belts in a solar system as long as they are not too far away from their center star.
[]Craterscope Tiberium Detector 0/125 (10C/Die+1IP/Die)(Optional)
Tiberium gives off very particular frequencies of light and radiation patterns. By adding a sensor module tweaked for these frequencies and particles, we could detect Tiberium on planets in other solar systems.
[]Craterscope Moon Detector 0/125 (10C/Die+1IP/Die)(Optional)
Moons are in a similar spot as Asteroid belts, but require a less specialized sensor module to detect the subtle shifts in orbital movement and gravitic redshift caused by orbiting moons.
Space Command Mission Planning (4 Dice) +5
[]Mission: Orbital Scan (Write-in) (for example: Luna, Mars, Ceres, Jupiter) (Requires one Die)(Gas Giants have the main planet, each major moon, and rings+minor moons as locations)
-Charon (Requires one Die)
[]Mission: Research Base (Write-in) 0/300
-Ceres 0/200
-Europa 0/200
[]Venus Aerostat Station 204/300
Venus' thick atmosphere enables the construction of a balloon-like station, floating in the upper atmosphere with oxygen-nitrogen as a lifting gas. Such a station would allow for safer study of Venus unique weather phenomena and of course allow for experimentation on how to deal with or make use of its massive Tiberium deposits.
[]Voyager Visitation 0/150
The Voyager probes were the first and only of Mankind's creations that reached the Interstellar void between the stars. Their position has long been lost, but it could be extrapolated and, using Pathfinder, the SCED could catch up to their theoretical position to place a higher power beacon next to them and the probes inside a protective, armored shell if found.
[] Halley's comet (Requires one Die with no roll)
Halley was the first comet to be recognized as periodic by Edmond Halley who in his 1705 Synopsis of the Astronomy of Comets predicted its return for 1758. Studing it next passage trough the inner solar system can teach us much about how sun impacts the orbit of comets. The next perihelion of Halley's Comet is 28 July 2061 so any mission to study it should be done at that time.
Missions
Total Pathfinder Time: 90 days
Current Maintenance time: 3 days
Mercury: 9 days
Venus: 9 days
Mars: 10 days
Asteroid Belt: 13 days
Jupiter: 20 days
Saturn: 26 days
Uranus: 36 days
Neptune: 45 days
Pluto: 51 days
Mercury (12 Pathfinder days)
---
Venus (12 Pathfinder days)
---
Mars (13 Pathfinder days)
[]Rover Delivery-Mars
(Required for activation: 4IP per Location, 2 Capital per Location)(22/50 locations surveyed)
Asteroid Belt (16 Pathfinder days)
[]Ceres Rover Delivery
(Required for activation: 4IP per Location, 2 Capital per Location)(0/15 Locations surveyed)
[]Manned Ceres Landing
(Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 14 Pathfinder days)(Cannot do Rover deliveries at the same time as Manned Landing)
Jupiter (23 Pathfinder days)
[]Observation Array - Jupiter
(0/10 Observation Satellites 6IP+3 Capital per Satellite)
[]Callisto Rover Delivery
(Required for activation: 4IP per Location, 2 Capital per Location)(0/15 Locations surveyed)
[]Surface Scan - Ganymede
(Required for activation: 6IP+ 3 Capital or 5 Pathfinder days)
[]Surface Scan - Io
(Required for activation: 6IP+ 3 Capital or 5 Pathfinder days)
[]Manned Landing Europa
(Required for activation: 30IP, 15 Capital, 1 Astronaut Team, 23 Pathfinder days)(Cannot do Rover deliveries at the same time as Manned Landing)
[]Observation Probes - Minor Moons + Rings
(Required for activation: 6IP+ 3 Capital or 5 Pathfinder days)
Saturn (29 Pathfinder days)
[]Observation Array - Saturn
(0/10 Observation Satellites 6IP+3 Capital per Satellite)
[]Observation Probes - Minor Moons + Rings
(Required for activation: 6IP+ 3 Capital or 5 Pathfinder days)
[ ] Plan Carriers and Power
Infra 6/6 70R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/480 5 dice 50R 67%
HI 5/5+1 free 180R +29
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
LCI 5/5 55R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agri 4/4 40R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants ???? 1 die 20R
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7/7 170R +39
-[] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%
-[] Red Zone Border Offensives (Stage 1) 0/200? 3 dice 75R ??%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 2 dice 60R
Orbital 6/6 140R +26
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (2+E Dice, 60 R) (98.4% chance of Phase 1, 22% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Services 2/5 115R +27
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 19%
Military 8/8+5 free 240R +26
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 dice 60R 28%
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 1 die 15R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (New York) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 2 dice 40R 0%
Bureau 4/4+1 free +24
-[] Conduct Economic Census 4 dice 99%
Free 7/7
1 HI, 5 Mil, 1 Bureau
Expected income: 15 (regolith) 5 (rare metals) 5-10 (GZ Intensification 7), 15-30 (RZ Border offensives), possible 2nd GZ for another 5-10 and 2nd rare metals for another 5
40-60 with another 10-15 possible
Right early plan for next turn though quite a bit up in the air- for example without knowing what the nat 1 did to freeze dried hard to figure out how that will change and what dice commitment we need. I am very much pushing some plan goals forward with this.
2 dice on Anadyr gives min chance to finish and keeps cost down plus allows me to push through one more fusion phase which we most likely don't need this turn but makes sure if the dice love us by finishing all 3 carrier shipyards (really unlikely but useful to have a cushion just in case) we will still have a buffer for energy. Crystal laser deployment will be picked up Q2.
For tiberium- 1 dice on GZ is basically free mit since we get 1 phase done and progress or finishing the phase that will be unlocked by the fortress towns under construction. RZ border offenses gets us RZ mit, income a small bit of power and unlocks a phase of super glacier so we can see what that entails. Also starting tendril progress as I do want both phases done this plan. And 1 dice on refits because I want spare capacity even during refits and with tendrils adding a bunch of tib income not to mention I want to do at least 1 vein mine the last year of this plan that is enough to leave little slack during a refit so get that refit out ahead of time when we have more slack in the system.
Mil- finish up skywatch and railgun, start on OSRCT since we need 2 phases and 3 dice gives us a chance to finish 1 phase. For carrier yards finish the one that is almost completed and put min dice on the other two yards so we can hopefully finish them up Q2, also start the Shark shipyard to be able to finish Q2 hopefully without having to over spend dice doing so. Not rushing these to finish since they are 5 energy for carrier and 6 for shark so this way we keep an energy buffer going.
Plan Goals
Consumer Goods: 12 Points 4 at 100% and 4 at 73%
Food: 18 points in reserve +8 into reserves
Income: 20 Points 40-60 likely income gained with another 10-15
Processing: 280 points 50 at 61%
Complete ASAT Phase 4
Complete OSRCT Phase 4- 3 dice at 28% for phase 3
Railgun Munitions Development- 1 dice at 100%
Complete at least one more phase of URLS production
Complete at least two more phases of Blue Zone Apartment Complexes- two will finish chance of a third
Complete GDSS Enterprise- 3 dice to start last phase
Complete at least three phases of Space Mines- 1 at 98%, 2nd at 98.4%, 3rd at 22%
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards- finishing 1 and 2 dice at 4% on the other 2 yards
Complete Isolinear Chip Foundry Anadyr- 2 dice 8%
Deploy Crystal Beam Industrial Laser
So I find my own math post insufficient for making a plan for next turn so a redo and then a preliminary plan:
Yellow Zone Fortress Towns (Phase 6) 112+20+20+68 = 220/300 Blue Zone Apartment Complexes (Phase 2) 28+51+46+5+102 = 232/160 (Phase 3) 72/160 -1 Log +6 Hous Suborbital Shuttle Service (Phase 1) 0+58+34 = 92/200 Continuous Cycle Fusion Plants (Phase 7) 153+40+39+48+87 = 367/300 (Phase 8) 67/300 +16 Energy -1 Lab
Crystal Beam Industrial Laser Development (Tech) 0+74+29+5 = 108/80 Isolinear Chip Foundry Anadyr 0+56+29 = 85/320 Chemical Fertilizer Plants (Phase 2) 94+94+40+48 = 276/300 Bergen Superconductor Foundry (Phase 1) 71+79+87+48 = 285/95 (Phase 2) 190/190 +3E +1 CapG Civilian Drone Factories 0+80+24 = 104/380 Freeze Dried Food Plants 126+1+24 = 151/200 NAT 1 Blue Zone Aquaponics Bays (Phase 3) 30+62+75+48 = 215/140 (Phase 4) 75/140 +6 F -1 Lab
Caloric Reclamation Processor Development (New) (Tech) 0+65+24+5 = 94/40
Yellow Zone Tiberium Harvesting (Phase 10) (Updated) 174+37+79+78 = 368/350 +10 Resources per Turn +3 Yellow Zone Mitigation
Intensification of Green Zone Harvesting (Stage 6) 46+2+52+78 = 178/100 (Stage 7) 78/100 +5 Resources per Turn +1 Yellow Zone Mitigation
Railgun Harvester Factories Bissau 0+61+39 = 100/70 +5 Resources per Turn -2 E
Railgun Harvester Factories Porto 44+25+39 = 108/70 +5 Resources per Turn -2 E
Ion Storm Collector Panel Development (New) (Tech) 0+80+39+5 = 124/80 Lunar Rare Metals Harvesting (Phase 1) 0+19+26 = 45/160? Lunar Regolith Harvesting (Phase 2) 50+38+43+67+78 = 278/330? Lunar Heavy Metals Mines (Phase 3) 217+34+97+52 = 400/375 (Phase 4) 25/365 +20 Resources per Turn Automatic Medical Assistants (Updated) 101+28+56+26+81 = 292/300 +10 Omake to Complete +5 Heal +4 Lab -4 CapG -2 E Hardlight Interface Development (Tech) 0+91+5 = 96/40 Erewhon
Less Lethal Security Electrolaser Development (New) (Platform) 0+94+27+5 = 126/50 Pinhole Portal Early Primitive Prototype Construction (New) (Tech) 0+24+27+5 = 56/180 Wingman Drone Deployment (High Priority) Firehawk Wingmen 215+74+77+10+78 = 454/450 -6 E -2 CapG Skywatch Telescope System 0+38+26 = 64/95
Railgun Munitions Development 0+7+26+5 = 38/60 Ablat Plating Deployment (Stage 5) 54+42+92+51 = 239/200 Escort Carrier Shipyards (High Priority) Nagoya 0+13+67+13+78 = 171/240 Shark Class Frigate Shipyards (High Priority) Melbourne 172+34+71+51 = 328/300 -6 E -2 CapG
Mastodon Heavy Assault Walker Development (High Priority) (Platform) 0+66+26+5 = 97/30
Security Review Heavy Industry 76+24 = 100 DC 50 PASS
Security Review Orbital 86+24 = 110 DC 50 PASS Security Review Bureaucracy 22+24 = 46 DC 50 PASS with +5 Omake
Resources: 975+5(Tax)*+10+5+5+5+20 = 1025 (15 allocated to the Forgotten) (35 allocated to grants)(+30 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)
Political Support: 54
SCIENCE Meter: 4/4
Free Dice: 7
Erewhon Dice: 1
Tiberium Spread
20.56 Blue Zone
2.65+X+0.25-0.98 = 1.92+X Green Zone
22.65-X = ? Yellow Zone (94+3+1 = 98 Points of Abatement)
54.14+0.31-0.70 = 53.75 Red Zone (70 Points of Abatement)
Current Economic Issues:
Housing: +35+6-5 = +36 (32-6+5 = 31 population in low quality housing) (-5 per turn from refugees)
Energy: +15+16+3-2-2-2-6-6 = 16 (+4 in reserve)
Logistics: +25-1 = 24 (-9 from raiding) (-7 from military activity)
Food: +18+6-5 = 19 (+10 in reserve)
Health: +3+5-5 = +3? (-9 from Wartime Demand) (-10 from Refugees)
Capital Goods: +34+1-4-2-2 = +27 (+67 in reserve) [-10 at End of War ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +34+3 = +37 (-22 from demand spike) (+3 from Private Industry)
Labor: +38-1-1+4+4 = +44
Tiberium Processing Capacity (1900+10+5+5+5 = 1925/2470)
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +55+20 = +75
Green Zone Water: +6
*We've actually had 30 in Resources per Turn from Taxes since Q4 2059 turn:
but for some reason @Ithillid has left +25 from Taxes in the Resources line while also saying that we now get 30 Resources per Turn from Taxation. So I'm just going to add a +5 to my Resources calculation for now and ask that people check if that +5 was added back in Q1 2060 or do we need to add +15 in our reserve in back taxes that we just got for doing our Service Review in Buraucracy or something.
Anyways preliminary plan now:
[ ] Plan Running on Glass v1.0: -[ ] Infrastructure 6/6 Dice + 1 Free Die 115 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 2 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Tokyo Harbor Reconstruction 0/300 15 Resources per Die, 3 Dice = 45 Resources -[ ] Heave Industry 5/5 Dice + 3 Free Dice 220 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 8) 67/300 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Low Velocity Particle Applicator Development (Tech) 0/120 20 Resources per Die, 2 Die = 40 Resources
--[ ] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources -[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Drone Factories 104/380 10 Resources per Die, 4 Dice = 40 Resources -[ ] Agriculture 4/4 Dice 40 Resources:
--[ ] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 1 Die = 10 Resources
--[ ] Freeze Dried Food Plants 151?/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Caloric Reclamation Processor Deployment 0/??? 5 Resources per Die, 2 Die = 10 Resources -[ ] Tiberium 7/7 Dice 150 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[ ] Red Zone Border Offensives (Stage 1) (Updated) 0/200 25 Resources per Die, 3 Dice = 75 Resources -[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] Lunar Rare Metals Harvesting (Phase 1) 45/160? 20 Resources per Die, 2 Die = 40 Resources
--[ ] Lunar Regolith Harvesting (Phase 2) 278/330? 20 Resources per Die, 1 Die = 20 Resources
--[ ] Lunar Heavy Metals Mines (Phase 4) 25/365 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources -[ ] Services 5/5 Dice 150 Resources:
--[ ] Hardlight Interface Deployment 0/??? 15 Resources per Die, 2 Die = 30 Resources
--[ ] Less Lethal Security Electrolaser Deployment 0/??? 10 Resources per Die, 2 Die = 20 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources -[ ] Military 8/8 Dice + 2 Free Die 150 Resources:
--[ ] Skywatch Telescope System 64/95 10 Resources per Die, 1 Die = 10 Resources
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Escort Carrier Shipyards (High Priority) Dublin 0/240 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 0/??? 10 Resources per Die, 2 Die = 20 Resources -[ ]Bureaucracy 4/4 Dice + 1 Free Die:
--[ ] Conduct Economic Census 5 Dice DC 250
115+220+55+40+150+140+150+150 = 1020/1025
Well this my first draft of my preliminary plan and as such since I don't know how much resources I have I won't be adjusting it to the Tax question until it is answered so I can understand how much Resources we are working with:
- 1 Die on Yellow Zone Fortress Towns for a 70% chance and a DC of 31 to complete Phase 6. Not fully sure if I want to risk this action not completing for another turn, but for now this is what I'm going with.
- 2 Die on Blue Zone Apartment Complexes for a 100% chance and an Average DC of 3 to complete Phase 3 and a 7% chance and an Average DC of 83 to complete Phase 4 and be done with this plan goal.
- 1 Die on Suborbital Shuttle Service for a 42% chance and a DC of 59 to complete Phase 1 and get us to the cheaper Phases.
- 3 Dice on Tokyo Harbor Reconstruction for a 71% chance and an Average DC of 46 to complete this turn.
- 4 Dice on Continuous Cycle Fusion Plants for a 96% chance and an Average DC of 26 to complete Phase 8 and no chance of completing Phase 9.
- 2 Die on Low Velocity Particle Applicator Development for a 90% chance and an Average DC of 24 to complete. I'm honestly not sure if this is a placeholder for Industrial Lasers Deployment or if I want to do this before that action for a bonus in gain from both of them in our plan goal.
- 2 Die on Anadyr for a 8% chance and an Average DC of 89 to complete. And this is why I'm so divided on whether LVPA is a placeholder or not: because if it is I can slow roll Industrial Lasers and get another Die here on Anadyr to get it done with this plan.
- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Drone Factories for a 73% chance and an Average DC of 42 to complete and get us that little bit more of Health.
- 1 Die on Blue Zone Aquaponics for a 75% chance and a DC of 26 to complete Phase 4 and get more Food to handle the Refugees.
- 1 Die on Freeze Dried Food Plants if we can take that action next turn. 91% chance and a DC of 10 to complete if nothing has changed.
- 2 Die on Caloric Reclamation Deployment to get some more Food Stockpiles and/or better Ranching Domes.
- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 21 to complete Stage 2. Need to get this rolling for the Underground Remediation.
- 1 Die on Intensification of Green Zone Harvesting for a 100% chance and a DC of 1 to complete Stage 7 and a 33% chance and a DC of 68 to complete Stage 8 if we also complete Phase 6 of Yellow Zone Fortress Towns.
- 3 Dice on Red Zone Border Offensives currently for a 96% chance and an Average DC of 23 to complete Stage 1 and get us Energy and Super Glaciers. Probably will still be good enough to get Stage 1 done even with adjustments from lightning collectors.
- 2 Die on Lunar Rare Metals Harvesting for a 89% chance and an Average DC of 24 to complete Phase 1.
- 1 Die on Lunar Regolith Harvesting for a 90% chance and a DC of 11 to complete Phase 2.
- 3 Dice and an Erewhon Die on Lunar Heavy Metals Mines for a 22% chance and an Average DC of 62 to complete and be done with until the next Phase of Enterprise is done.
- 2 Die on Hardlight Interface Deployment as a placeholder for that action.
- 2 Die on Electrolaser Taser Deployment as a placeholder for that action.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.
- 1 Die to finish off the Skywatch Telescope and save some resources for use elsewhere.
- 2 Die on the last Phase of URLS Deployment for a 23% chance and an Average DC of 67 to complete with this plan.
- 1 Die on Railgun Munitions Development to get that done.
- 1 Die on Escort Carrier Shipyards Nagoya for a 73% chance and a DC of 28 to complete.
- 3 Dice on Escort Carrier Shipyards Dublin for a 54% chance and an Average DC of 49 to complete. Carrier Shipyards only for this plan.
- 2 Die on Mastadon deployment because Nero's a cool dude.
- 5 Dice on Conduct Economic Census for a 98% chance and an Average DC of 23 to get pass the highest DC of 250.
So finally getting back into somewhat of a swing of things. Opinions and criticisms are welcome.
but for some reason @Ithillid has left +25 from Taxes in the Resources line while also saying that we now get 30 Resources per Turn from Taxation. So I'm just going to add a +5 to my Resources calculation for now and ask that people check if that +5 was added back in Q1 2060 or do we need to add +15 in our reserve in back taxes that we just got for doing our Service Review in Buraucracy or something.
The Taxes thing is total taxes collected. So what it means is that you as the tax man get 25 RPT from taxes actively, and GDI as a whole gets 30 RPT from Taxes because you got your first +5 RPT before the last reallocation.
The Taxes thing is total taxes collected. So what it means is that you as the tax man get 25 RPT from taxes actively, and GDI as a whole gets 30 RPT from Taxes because you got your first +5 RPT before the last reallocation.
Well that changes nothing in my plan. I'll just put in 1020 as the amount of Resources available when I do the next version of it. Than you for the rapid reply.
And sometime in the next 4 turns, I expect the tech research to return as an option in the services as that happens when the last tech from the last batch is ready so be ready in your plan for some 30R service dice.
[X]Plan Lads we sail out into the lightless void
-[X]New Johnson Training Center (Stage 6: Last Stage) 1D 25C
-[X]Enterprise Orbital Assembler (Phase 1 of 4) 80IP
-[X]Craterscope Foundations (Phase 1) 40C 40IP
-[X]Pathfinder Landing Dock (Phase 1) 12C 12IP
-[X]Mars Gate Station 1 Free Part 13 Pathfinder Days
Developments
-[X]Grav Plate Rover Integration 38/250 (8C/Die+8IP/Die) 3D 24C 24IP
-[X]Leopard Mk II Civilian Transport Development 1D 6C 6IP
-[X]Leopard Mk II VIP Transport Development 1D 6C 6IP
-[X]Craterscope Mirror System Development 2D 8C 2IP
Mission Planning
-[X]Charon (Requires one Die) 1D
-[X]Venus Aerostat Station 204/300 2D
-[X]Halley's comet (Requires one Die with no roll) 1D
Missions:
Jupiter (23 Pathfinder days)
-[X]Surface Scan - Ganymede 5 Pathfinder Days
-[X]Surface Scan - Io 5 Pathfinder Days
Saturn: 29 Pathfinder Days
-[X][]Observation Probes - Minor Moons + Rings 5 Pathfinder Days
Total: 112C, 170IP, 80/90 Pathfinder Days
One thing. I know you are doing a four-on-fusion plan because you want to keep Energy surpluses high, but it's probably a bad idea to put two dice on Green Zone harvesting. Even assuming we finish the Phase 6 fortress towns, Stage 8 is our limits past which we can't intensify without the Phase 7 fortress towns, so rollover here is wasted. Frankly, Green Zone intensification doesn't pay off well enough that a certainty of finishing Stage 8 is worth spending a Tiberium die for no immediate payoff. That way, you can put a Free die on something else, or go nine dice on harvesting tendrils and probably be able to finish the second phase with a similar effort.
This is a waste of Orbital dice. There is no point in doing further Heavy Metals moon mining during this plan; it consumes extra Orbital dice without being an efficient way for us to hit our Plan targets- at this point the moon mining target is effectively met and all we have to do is spend roughly one die on regolith and 2-3 on rare metals. The extra dice here should be going to Enterprise.
Services 5/5 55R
-[] Professional Sports Programs 0/250 4 dice 40R 90%
-[] Hallucinogen Development 0/60 1 die 15R 88%
I would strongly recommend that if you're going to do sports despite the -Health, that you go for three dice so we can slow-walk to completion. The 10 R you save by just not activating that die can be used in a number of places.
Military 10/8 180R
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Escort Carrier Shipyard (New York) 0/240 3 dice 60R 54%
-[] Escort Carrier Shipyard (Dublin) 0/240 3 dice 60R 54%
I'd like to point out that frigates inherently complete faster than light carriers, and that getting the frigate yards done first may actually be more impactful in the short run. On the other hand, there are arguments either way.
Please remember that we should do the Orca Wingman Drones before the Escort Carriers hit the oceans, it would be really awkward if we delayed the design of the Escort Carriers to include them and then they are missing when we deploy the carriers.
This seems to disregard that the rpt doesn't just disappear after the plan ends, it just goes to all the other departments. Which don't just waste it, it gets used productively and without even using any of our dice. I can see the reasoning for focusing less on mining towards a plans end but am not a big fan myself.
The RpT doesn't disappear after the Plan ends, but it benefits GDI in one way rather than two.
See, tendrils are really expensive. They are on the list of "Cool Expensive Stuff" along with Anadyr, research gachas, portals, portals, Bergen, and so on, and so on.
In 2060Q4, tendrils were unique on the "Cool Expensive Stuff" list of stuff we could do in 2061 in that they were Cool Stuff that funds more additional Cool Stuff later- stuff that would more than pay for itself.
Tendril harvesters no longer really have that trait, unfortunately. That doesn't mean they stopped mattering or stopped being a good idea... But lots of things are good ideas and good for GDI.
By contrast, vein mines benefit GDI via income and still pay for themselves if done this coming Q1 turn.
...
It's not that I'm disregarding that the RpT doesn't just disappear. It's that if I have to choose between, for example, more income increase and more Red Zone abatement, both of which benefit GDI... My choice is more likely to be made in favor of income increases earlier on when they can fund further projects, and in favor of Red Zone abatement later on when they can't. Of course, many projects provide a mix of both, and it's complicated.
I favor tendrils before heavy investment in mining since being able to disassemble tiberium directly and drop it off would be incredibly more efficient than having to dig and haul chunks off for possessing.
Given how badly he's gotten his ass kicked, and how few assets he has besides his insurgency cells- I doubt he hit us particularly hard besides 'by committing atrocities I make the public resent and fear the refugees'.
Please remember that we should do the Orca Wingman Drones before the Escort Carriers hit the oceans, it would be really awkward if we delayed the design of the Escort Carriers to include them and then they are missing when we deploy the carriers.
The design for the Escort carriers if complete, so finishing Orca Wingman Drones will lead to a refit if any changes are needed. That said, if it's a minor refit, we may not even see the project for that.
The design for the Escort carriers if complete, so finishing Orca Wingman Drones will lead to a refit if any changes are needed. That said, if it's a minor refit, we may not even see the project for that.
Given how badly he's gotten his ass kicked, and how few assets he has besides his insurgency cells- I doubt he hit us particularly hard besides 'by committing atrocities I make the public resent and fear the refugees'.
Well, this was an exciting week for me to have a camping trip. Just caught up with everything, was thinking about a Required dice analysis, but that will have to wait for how the Freeze Dried Food Plant's Nat 1 turns out, how what the Caloric Processor deployment looks like, and how our Refugee situation is developing for Agriculture. Plus what the Industrial Laser and Mastodon Deployment look like.
Unfortunately from a preliminary look, Agriculture is now at the point of needing Free dice, depending on exactly how those three things play out. So fun times.
Generally speaking though aside from Agriculture things look fine on the required dice front. Its getting the R for Anadyr and the Pinholes thats the issue. If we can wrangle the Shuttles, Harvesters and Bergen that would be great too, but we are likely to have to drop one or two of those. Most likely Bergen. We have Phase 2, and we can't really afford Phase 3 without major sacrifices elsewhere.
It is unfortunate that our military actions weren't more successful, but I am immensely happy the Firehawk Wingmen completed. Its also a good thing how several things on out required list got completed, even if it wasn't as many as I would have preferred.