Right so @Simon_Jester called it and I've posted the right AMV. I'll see you guys some time later to put out my plans for this quarter. They need a rework.
 
...Actually, I think the one I'm most willing to sacrifice is the Defender revision.
I can agree with dropping that. It's not a plan goal and won't immediately be helpful. We do need it but holding off a turn won't do anything.

If you do put claws in then the only other change required to convince me would be one dice on fortress towns. Would that be possible? Not sure where your updated plan is on resources? Move a die off of apartments maybe?
 
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[X] Plan Attempting To Supply The Canned Beans

(I don't know which version of the next plan is the working version and can't be bothered to check so I voted for both)
[X] Plan Attempting To Supply The Canned Beans with alloys
[X] Attempting To Supply The Canned Beans with alloys

[X] Plan Canned Beans + Scrin Research
 
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Since we just yoinked millions of people from NOD this seems like a really important option to take.

[ ] Civilian Support Expansion (Phase 1) (New)
With the millions upon millions of new citizens needing everything from bedding to teapots, a solid round of civilian factory expansion is likely to be relatively important, and fairly cheap.
(Progress 0/250: 10 resources per die) (+6 Consumer Goods) (-1 Labor)

Maybe consider putting dice on this instead of drones.

The wording of the text makes me strongly suspect this will save us a ton of problems later if we start it it now.

The reasoning being we have to convince those millions of people that GDI is better than NOD. Materially improving there lives is probably the best way to do that. It will also likely be very important to integrating them into GDI. This will also hopefully stop a BZ vs YZ dynamic from forming, or at least getting worse. Also make things like Reynaldo's terror campaign from having refugee support less likely.

I know a lot of plans are already out but please consider putting some dice on this. Also it's phased so there won't be any wasted if it's over shot.
 
Log of changes currently planned to "Canned Beans:"

1) In Light Industry, switching primary focus from Drone Factories die to Civilian Support. Rationale being to alleviate shortages of consumer goods. Will resume Drone Factories in Q2; the Civilian Support option seems urgent. It is likely to make us look good, too, because it involves us being very responsive to a suddenly expanding problem.

2) Take Military Free die off Zone Defender Revision, opening it up to research Tiberium Harvesting Claws.

Rationale for (2) being that the Zone Defender is unlikely to be relevant next turn, in 2061Q2 in particular, simply because it is doubtful that we'll find the spare dice to finish a Zone Armor factory that turn in particular. This isn't me saying the revision isn't important- it is!- but it's not urgent in that sense. Can be done next turn without loss of function.

By contrast, the other non-Plan-goal Military dice expenditures are Skywatch (which may not be urgent, but is important to get the measure of an entirely unknown threat), hallucinogen defense (which is going to be relevant on any turn Nod launches a commando raid, and the Remembrancers make Nod commando raids scary), and the Bogatyr project (time-critical and likely to pay off big time).

I can agree with dropping that. It's not a plan goal and won't immediately be helpful. We do need it but holding of a turn won't do anything.

If you do put claws in then the only other change required to convince me would be one dice on fortress towns. Would that be possible? Not sure where your updated plan is on resources? Move a die off of apartments maybe?
Urgh. That's... awkward. Budget is getting tight and I'm running out of things to cut. I could sacrifice a shuttles die in theory, but I specifically did the opposite earlier, precisely because I want to get shuttle flights to BZ-18 to help strengthen their defense. Aside from that I'd need to shake loose 10 R, and I'm running out of palatable ways to do that.

Maybe consider putting dice on this instead of drones.

The wording of the text makes me strongly suspect this will save us a ton of problems later if we start it it now.

The reasoning being we have to convince those millions of people that GDI is better than NOD. Materially improving there lives is probably the best way to do that. It will also likely be very important to integrating them into GDI. This will also hopefully stop a BZ vs YZ dynamic from forming, or at least getting worse. Also make things like Reynaldo's terror campaign from having refugee support less likely.

I know a lot of plans are already out but please consider putting some dice on this. Also it's phased so there won't be any wasted if it's over shot.
You know... you're almost certainly right.

We've been explicitly told that there are problems in food with the refugees buying stuff up so it flies off the shelves faster than it can be restocked. What do you want to bet the same thing is happening with clothing, another item refugees from a very poor area might hoard? And that they couldn't have taken with them in great quantity? And this would likewise be true for all the other necessities of developed life, such as furniture and appliances.

I think this is our warning that a crisis is brewing, and we can at least try to get out in front.
 
Urgh. That's... awkward. Budget is getting tight and I'm running out of things to cut. I could sacrifice a shuttles die in theory, but I specifically did the opposite earlier, precisely because I want to get shuttle flights to BZ-18 to help strengthen their defense. Aside from that I'd need to shake loose 10 R, and I'm running out of palatable ways to do that.
No worries. You're already making some changes to accommodate other priorities. If the dice and resources aren't there, they aren't there.

The fortress towns are just something I think is important. It's been 3/4s of a year since we moved them up to current borders.

Honestly I may end up voting for your plan even without them. I agreed with pretty much all of it already and the changes you're discussing only make it better.
 
[x] Attempting To Supply The Canned Beans

I agree with most of it, and it spites this hypothetical p Clowder Conspiracy of Concilliation(Otherwise known as the CCC). I've got to admit to falling firmly on the whole 'we can pivot from funding a world conquering military once the world is conquered' end of that particular topic.

Things like Bogatyrs, submersible heavy fighters, ion disruptor proliferation, and near sapient Gana janissary armies all point to the fundamental crux of the regency war. We won the Regency War off the back of a modernized version of largely the same military that won TW3. The warlords won a lot of their battles on the backs of radical technologies meant to fight the next war. Stahl is probably the exception to that rule, but we definitely have a lot to invest in to ensure we're capable of fighting the next war, the one we saw only glimpses of here, because a lot of our defeats were because of those innovations
 
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This is the new-ER version, official version, of Attempting To Supply The Canned Beans.

Top priorities:
Tendril Harvesters Phase 1.
Two dice on Anadyr to sprint us into "complete easily with one die and not have to stress about overkill" range for Q2.
Heavy progress on apartments.
At least five dice on shipyards, since we probably need fourteen and I want to be done in Q3.
Two dice on suborbital shuttles to help relieve BZ-18.
NEW: Civilian Support Phase 1 to avert an impending consumer goods crisis that might turn perception against the refugee wave.
Hallucinogen countermeasures.

New features:
Two dice on Nod gacha was always the plan. Struggling to figure out how to fund a third.
Research into the Bogatyr with one die, getting us in on the ground floor.
Works on the Mastodon instead of URLS.
Shipyard dice split across more yards to reduce risk of a major Energy hit...
Civilian Support Phase 1

On which note, I think I can afford to step back to two fusion dice because of the effects of doing that. We realistically won't get the fusion phase, but we're much much much less likely to need it... which means we can at least sink one die into Crystal Lasers.

...

Budget:
1015/1020 R
7/7 Free Dice

ENERGY PROBABLE CASE (Nagoya, but no fusion phase)
+16 -1 (fertiizers) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) = +6

All other Energy-eating projects (Anadyr, the Mastodon production lines, the Dublin and New York yards) are unlikely enough that we probably won't see more than one of them happen...

[X] Plan Attempting To Supply The Canned Beans
Infrastructure (+34) 6/6 Dice 100 R
-[X] Suborbital Shuttle Service (Phase 1) 92/200 (2 Dice, 60 R) (97% chance)
-[X] Blue Zone Apartment Complexes (Phase 3+4+5) 72/480 (4 Dice, 40 R) (Phase 3, 97% chance of Phase 4, 18% chance of Phase 5)
Heavy Industry (+29) 5/5 Dice 160 R
-[X] Continuous Cycle Fusion Plant (Phase 8) 67/300 (2 Dice, 40 R) (9% chance)
-[X] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100 R) (8% chance)
-[X] Crystal Beam Industrial Laser Deployment 0/600 (1 Die, 20 R) (1/7.5 median)
Light and Chemical Industry (+24) 5/5 Dice 55 R
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[X] Civilian Support Expansion (Phase 1) 0/250 (4 Dice, 40 R) (86% chance)
Agriculture (+24) 4/4 Dice + 2 Free Dice 80 R
-[X] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (91% chance)
-[X] Agriculture Mechanization Projects (Phase 1) 0/150 (2 Dice, 30 R) (63% chance)
-[X] Strategic Food Stockpile Construction (Phase 2+3) 38/150 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3)
Tiberium (+39) 7/7 Dice + 2 Free Die 255 R
-[X] Harvesting Tendril Deployment (Phase 1) 0/600 (8 Dice, 240 R) (95% chance)
-[X] Tiberium Harvesting Claws Development 0/80 (1 Die, 15 R) (80% chance, with Seo bonus)
Orbital (+26) 6/6 Dice 120 R
-[X] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 (2 Dice, 40 R) (96.5% chance of Phase 1, 12% chance of Phase 2)
-[X] Lunar Regolith Harvesting (Phase 2) 276/310 (1 Die, 20 R) (98% chance)
Services (+27) 2/5 Dice 60 R
-[X] Scrin Research Initiatives 0/400 (2 Dice, 60 R) (2/5 median)
Military (+26) 8/8 Dice + 3 Free Dice 185 R
-[X] Bogatyr Research Projects 0/120 (1 Die, 30 R) (27% chance with Seo's +5, 22% without)
-[X] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[X] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[X] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[X] Mastodon Heavy Assault Walker Deployment 0/225 (2 Dice, 20 R) (9.5% chance)
-[X] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[X] Escort Carrier Shipyards (Dublin) 0/240 (2 Dice, 40 R) (4% chance)
-[X] Escort Carrier Shipyards (New York) 0/240 (2 Dice, 40 R) (4% chance)
Bureaucracy 4/4 + EREWHON!!!
-[X] Conduct Economic Census DC 100/150/200/250 (4+E Dice) (88.5% chance of DC 250, 97.8% chance of DC 200, 99.8% chance of DC 150)

EDIT: Flipped 'Nod gacha research' to 'Scrin gacha research,' because Scrintech.

EDIT: I also gotta respect Derpmind's plan variant of this,

[X] Plan Canned Beans + Scrin Research

, which takes the Military free die on the Bogatyr and puts it into Bureaucracy to do a security review on Light Industry. This in turn results in the fertilizer plants being canceled for the turn, so that change saves a combined 45 Resources. She also turns the second shuttle die (which I intended to ensure some supplies for BZ-18) into a fifth apartments die for another 20 R.

Using these extra Resources, she funds two more Scrin gacha dice, and combines the last 5 R with the slim surplus in my budget to activate the fifth and final Services die on sports.
 
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It's the Services department that kills me. Leaving 3 dice fallow this late in the plan is just wrong.

Also, we want to do Scrin gacha rolls prior to Nod rolls. We have rerolls available, and it's better to have the more valuable of the two projects up first to see if any are needed in it.

Edit:
An additional three service dice can be activated by:
-Taking two dice in total off of carriers, and putting them in URLS (also a plan goal) +10 R.
-Replacing Agricultural Mechanization with 2 dice on aquaponics bays. +10 R.
-Taking one die off of suborbital shuttles, and placing it on YZ fortress towns. +10 R.

Then you can use the freed up 30 R on 3 dice of sports programs, which will give us more PS for reallocation.

Next turn we can then activate each of the previously substituted out programs, for what I believe to be a sizable net gain.
 
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Right now I'm worried about us getting Enterprise and the Escort Carrier Yards done before the year ends. Those will require a lot of dice and we are not as far along as I would like for them at this point of the plan. Add to that we still need to get a fair number of other projects done as well and we are in a bit of a pinch.😣😖

//Edit: I voted for Jester's plan partially because it has a real focus on getting work on the Escort Yards done.
 
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[X] Attempting To Supply The Canned Beans

I agree with most of it, and it spites this hypothetical peacenik Clowder Conspiracy (anyone got a good C- word for peace? It's for the sake of alliteration).

Concord: peace, amity, a treaty between persons groups, nations etc., harmony
Concilliating: to overcome hostility, to reach an agreement especially in a truce
 
[X] Attempting To Supply The Canned Beans

You know after this plan I feel it would be a good idea to have all of our housing increases come from the fortress town. It is likely to be unpopular since the numbers wont go up as swiftly if we stick with blue zone apartments, on the other hand it does two very important things for us. One we build up our defenses for all of the land that we just spent all of that time, money, manpower, etc. to acquire. We just had a massive war that went very well for us so this would be locking in our gains from it.

Two it unlocks more cheap green zone Tiberium actions when the next 4 year plan kicks off. Green zone dice are resource cheap which in the early part of a four year plan means we have more flexibility. Very valuable when trying to come up with plans then.

The Obvious downside of course is that housing currently has a -10 housing per turn effect ongoing with no idea how long that is going to last. So unless we load those dice up for fortress towns near exclusively we won't have a chance to maintain parity much less gain ground on it like this coming plan seems to be doing. That being said we have a 30+ lead on it anyways. We can afford to split our focus from monofocus high quality housing to instead also include border security.

Turning all of that land into a serious of fortresses this plan and then in the next enhancing that even further by completing all of those green zone expansions should make the next war with NOD a nightmare for them. Even if we do get caught off guard by a masterstroke from Kane himself, the amount of territory and built up defenses he would have to overcome to regain control over that territory to even begin to think about damaging Blue zone's with conventional forces means his masterstroke will get eaten up by being spread too thin.
 
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[X] Plan Canned Beans + Scrin Research

[X] Plan Snappier Title
-[X] INFRASTRUCTURE 6/6 90R
-[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[X] Blue Zone Apartment Complexes (Phase 3+4+5) 72/320 4 dice 40R 97% Ph.4, 18% Ph.5
-[X] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%

-[X] HEAVY INDUSTRY 5/5 + 2 170R
-[X] Continuous Cycle Fusion Plants (Phase 8) 67/300 3 dice 60R 65%
-[X] Isolinear Chip Foundry Anadyr 85/320 1 die 50R
-[X] Crystal Beam Industrial Laser Deployment 0/600 3 dice 60R

-[X] LIGHT & CHEMICAL INDUSTRY 4/5 (1 die allocated to Sec Review) 45R
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[X] Civilian Drone Factories 104/380 3 dice 30R 24%

-[X] AGRICULTURE 4/4 + 3 90R
-[X] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[X] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die + Erewhon 20R 100%
-[X] Strategic Food Stockpile Construction (Phase 2+3) 38/325 5 dice 50R 94%

-[X] TIBERIUM 7/7 180R
-[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 10R 100%
-[X] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[X] Harvesting Tendril Deployment (Phase 1) 0/600 5 dice 150R 2%

-[X] ORBITAL 6/6 120R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/265? 2 dice 40R 22%
-[X] Lunar Regolith Harvesting (Phase 2) 276/310? 1 die 20R 100%
-[X] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R

-[X] SERVICES 185R 5/5
-[X] Professional Sports Programs 0/250 1 die 10R
-[X] Hallucinogen Development 0/60 1 die 15R 83%
-[X] NOD Research Initiatives 0/160 2 dice 60R 60%
-[X] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 19%

-[X] MILITARY 8/8 135R
-[X] Skywatch Telescope System 64/95 1 die 15R 100%
-[X] Railgun Munitions Development 38/60 1 die 10R 100%
-[X] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[X] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 1 die 20R

-[X] BUREAUCRACY 4/4 + 1
-[X] Conduct Economic Census DC 100/150/200/250, DC 250 4 dice + Erewhon 98%
-[X] Security Reviews (Light & Chemical Industry) 1 die 90%
 
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It's the Services department that kills me. Leaving 3 dice fallow this late in the plan is just wrong.

Also, we want to do Scrin gacha rolls prior to Nod rolls. We have rerolls available, and it's better to have the more valuable of the two projects up first to see if any are needed in it.

Edit:
An additional three service dice can be activated by:
-Taking two dice in total off of carriers, and putting them in URLS (also a plan goal) +10 R.
-Replacing Agricultural Mechanization with 2 dice on aquaponics bays. +10 R.
-Taking one die off of suborbital shuttles, and placing it on YZ fortress towns. +10 R.

Then you can use the freed up 30 R on 3 dice of sports programs, which will give us more PS for reallocation.

Next turn we can then activate each of the previously substituted out programs, for what I believe to be a sizable net gain.
I'd do the mechanization/aquaponics thing, and the shuttles thing maybe, but not the carriers thing. Getting the carrier yards mostly-done-ish is a big part of the actual plan here.

But if I DID have +30 R to play with, I'd throw it at a single gacha die, not three sports dice. There's time enough to do the program anyway, and the gacha dice are important.

But you have a point about swapping Scrin for Nod gacha rolls. I'll do it if others approve.
 
[X] Attempting To Supply The Canned Beans

Yes, very good. I still like what I already voted for, but I much prefer this. Claws, again, I consider necessary, but I do like getting ahead of refugee issues. On a purely practical level we're going to need their labor. And it's just the right thing to do. Sad to see the armor revision go, but I do understand. And it gets us one the ground floor of the Bogatyr, I love that.

Still like the other plan and I'll keep a vote on them, but I much prefer this plan.

[X] Plan Dawn of the Final Year
[X] Plan Dawn of the Final Year, Carrier Focus

But you have a point about swapping Scrin for Nod gacha rolls. I'll do it if others approve.
I generally like Nod techs more, but I can see the reasoning.
 
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