Is there anyway to get Bogatyr die back on this version? I very much like getting on the ground floor of researching the thing.
 
While I don't agree with all the choices you're making, the spirit in which you are making them is noble and worthy of respect. I'm concerned that BZ-18 may start losing ground more steadily than before, since India is explicitly cranking up the pressure and, unlike other Nod warlords, the Indians have not been impacted meaningfully by Steel Vanguard. But other than that, well, it's not bad. I'm going to edit approval-voting for your plan in along with my own plan.

So is there any point where we get to roll assassinations against NOD leaders or is this forever going to be one sided?
you had kill rolls against Mondragon, Gideon, and Bintang within the last year. It is just that I keep those rolls hidden.
Yeah. Bintang went out into a naval battle where many of her ships were sunk. Sure, her personal ship was heavily protected, but she could have died easily. Mondragon and Gideon, I guess, both went close enough to the front that GDI had a shot.

In practice, GDI only very rarely gets spies anywhere NEAR close enough to Nod's inner councils to assassinate a warlord, and any spies GDI does manage to get in Nod's inner elites are probably much better used to gather intelligence than to assassinate warlords who are, ultimately, replaceable by ambitious underlings.

If we'd assassinated Gideon in, say, 2055, it's pretty likely that Mondragon or Waters would just have stepped in behind him and taken over with no real change in long-term outcomes.
 
[x] Plan Canned Beans + Scrin Research
[x] Plan Snappier Title
 
Is there anyway to get Bogatyr die back on this version? I very much like getting on the ground floor of researching the thing.
It's two dice at most, and doesn't expire for a while. That being said, the Order hit it once before, and they might try again, even with increased security.

I'm not even sure if we'll see them this quarter, considering two of their members were seriously injured, including their "beastmaster".
 
For assassination rolls is it the same format as battle rolls? GDI first nod second?

If so we did pretty well. We won three and the one we lost wasn't with nod doubling it so some damages but the target survived.

Hopefully...
 
It's two dice at most, and doesn't expire for a while. That being said, the Order hit it once before, and they might try again, even with increased security.

I'm not even sure if we'll see them this quarter, considering two of their members were seriously injured, including their "beastmaster".
I'd rather not gamble with maybes on stolen tech that's been prioritized for destruction.

I'll admit, Scrin Tech doesn't excite me the same way as Nod Tech. Probably because a lot of Nod tech is Scrin Tech pushed through the human design filter already, plus some odd bits of brilliance and whatever Nod knocked out of the Tacitus.
You just have to be content with steadily conquering the planet and maintaining an ever-increasing lead in technology, manpower, and industry over NOD.
Oh dear, oh woe, however shall we cope?
 
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For now:

[X] Plan Canned Beans + Scrin Research
[] Plan Attempting To Supply The Canned Beans

Edit:
this said, if the @Derpmind's plan wins, I won't vote for any plan that doesn't include Bogatyr research next turn.
 
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1) I'm saving ELFS for later for two reasons.

One, until and unless the freeze-drying plants get to work, it's probably going to knock -16 Food out of our existing +22 surplus. I want to keep the surplus comfortably well up into the teens if possible, because we know that being at +0 Food means "there are just barely enough calories, regardless of type, for everyone to get their daily brick of nutrient substitute." +10 or +15 Food is where people aren't actively complaining about the food much, and you know this because that's when people stop eating fungus bars. No normal person eats fungus bars voluntarily.

Two, because it's a deterministic project. We just push GO and it happens. Therefore, it's a great thing to have in reserve for Q2 or Q3. Whereas regardless of when we do ELFS, we will need to build multiple phases of stockpiles, and those can fail or roll poorly, so best we do them here and now. That way, if poor rolls force us to invest more dice into the stockpile construction action, at least we'll know.

Also, it'd free up 20 R, not 35 R. Unless you're talking about canceling more than just the stockpile construction.

ELFS is something that, if we're within that range of the goal in Q4, we can just push the button in Q4 and be guaranteed to reach the goal. There's no real reason to hit it Q1-3 instead of working on regular stockpiles and food production.

Hey @Ithillid if I'm remembering correctly the ELFS takes time to roll out. How much time would this one take until it was at full +8 Food in Reserve?
 
Hey, uh, if you're using free dice to found a department (which has no DC), why are you putting Erewhon on a regular project in orbital? You should swap those around, no downside.

The downside is that Erewhon doesn't get to develop if there are no rolls. I'm willing to risk less done in an action and the possibility that Erewhon destabilizes for a chance that they get improved.

@Dmol8 Though speaking of the "Running on Glass" plan family... the Military category says 8+2, but my count only seems to add up to 8+1?

Yup. Made a mistake. Will be fixing that alongside redoing the plan to include the Scrin Gatcha before the Forgotten meating next quarter since a lot of people seem to like that. Just need to get the quotes on Food Stockpiling action taking multiple turns to rev up first. Because both @Derpmind and @Simon_Jester seem to have forgotten that it takes multiple turns for the Resource free Food Stockpiles to build up to their maximum capacity and as such they are planning with faulty data and since their plans are in the lead this needs to be fixed first.

Edit: @Shaper47 heads up both the plans you have voted for will change so let me know if you don't want the Scrin Gatcha.
 
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Attention to @BoSPaladin @Aerrow Shadow @LordArcturus @Taliys @Vehrec @sunrise @Simon_Jester @Derpmind @Crazycryodude @Void Stalker @Strunkriidiisk @HousePet @Lightwhispers and other planmakers for this vote here is how that free Stockpile action has worked in the past:

[ ] Refill Strategic Food Stockpiles
With the war over, and the food supply stabilizing, time has come to refill the stockpiles that were emptied by the conflict. While the food stored will not be particularly appetizing, it will keep people alive, even in the case of widespread destruction.
  • [ ] Small Stockpiles (- Food ++ Stored Food)
Supplying a minimum of food into the stockpiles will keep the population alive, at least for a little bit. While not enough to endure a long term privation, it is better than the nothing that currently exists.
  • [ ] Medium Stockpiles (-- Food, +++ Stored Food)
A somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies. However, it will also provide enough to feed people well for some time.
  • [ ] Large Stockpiles (--- Food ++++ Stored Food)
While not viable with current levels of consumption, expanding the stockpiles from pre tiberium war levels will be seen as a positive move by many who remember the privations of the late war and immediate postwar years.
  • [ ] Extra Large Stockpiles (---- Food, +++++ Stored Food)
Massive new investments in expanding existing stockpiles and founding new ones may indicate a lack of confidence in the military might of the Initiative. However, it will also provide enough food to feed the people for years, even without significant farming ongoing.

We got the first stockpile action in Q4 2052 and we did it in:

Adhoc vote count started by Ithillid on May 22, 2021 at 4:36 PM, finished with 101 posts and 46 votes.

  • [X] Plan Living the Good Life
    -[X] Yellow Zone Reconstruction (Phase 3), 2 dice (30 Resources)
    -[X] North Boston Chip Fabrication (Phase 3), 3 dice (45 Resources)
    -[X] Toy Plants, 1 die (5 Resources)
    -[X] Yellow Zone Aquaponics Bays (Phase 1), 1 die (10 Resources)
    -[X] Luxury Aquaponic Bays, 2 dice (20 Resources)
    -[X] Refill Strategic Food Stockpiles
    --[X] Small Stockpiles (- Food ++ Stored Food)
    -[X] Blue Zone Perimeter Redoubts (Phase 3), 1 die (20 Resources)
    -[X] Blue Zone Perimeter Outposts (Phase 4), 1 die (20 Resources)
    -[X] Red Zone Tiberium Harvesting (Phase 4), 1 die (25 Resources)
    -[X] Tiberium Glacier Mining (Phase 4), 2 dice (60 Resources)
    -[X] 1 die security review
    -[X] GDSS Enterprise (Phase 1), 1 fusion die (20 Resources)
    -[X] Tertiary Schooling, 2 dice (10 Resources)
    -[X] Alternate Education Programs, 3 dice (15 Resources)
    -[X] Reopen the Publishing Houses, 2 dice (20 Resources)
    -[X] Zone Suit Factories (Newark), 2 dice (30 Resources)
    -[X] Orbital Strike Regimental Combat Team Development, 1 die (15 Resources)
    -[X] Security Reviews (Tiberium), 2 dice
    [X] Plan The Gambler's Friend
    -[X] Blue Zone Reconstruction (Phase 2) 33/500 3 dice 30R 0%
    -[X] Yellow Zone Reconstruction (Phase 3) 82/200 1 die 15R 6%
    -[X] North Boston Chip Fabrication (Phase 3) 474/600 2 dice 30R 56%
    -[X] New Moscow Robotics Works 0/200 1 die+1 free die 40R 5%
    -[X] Toy Plants 68/100 1 die 5R 92%
    -[X] Chemical Precursor Plants 36/200 2 dice 30R 23%
    -[X] Yellow Zone Aquaponics Bays (phase 1) 0/80 1 die 10R 44%
    -[X] Luxury Aquaponic Bays 0/100 2 dice 20R 77%
    -[X] Blue Zone Perimeter Fencing (Phase 2) 36/400 1 dice 15R
    -[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
    -[X] Blue Zone Perimeter Outposts (Phase 4) 61/150 1 die 20R 55%
    -[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
    -[X] Red Zone Enclosure Campaigns 0/200 2 dice 40 R 26%
    -[X] GDSS Enterprise (Phase 1) 0/100 1 die 20R 24%
    -[X] Tertiary Schooling 0/500 3 dice+2 free 25R 3%
    -[X] Alternate Education Programs 0/200 1 free dice 5R 0%
    -[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
    -[X] Security Reviews-Military 1 dice+ 1 free dice+1 military die
    [X] Plan Cap Goods and Tiberium Fires
    -[X] Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R 63%
    -[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
    -[X] New Moscow Robotics Works 0/200 2 dice 40 R 5%
    -[X] Yellow Zone Power Grid Extension (Phase 2) 74/300 1 dice 5 R 0%
    -[X] Lithium Battery Plants 0/200 3 dice 30 R 43%
    -[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 dice 20 R 82%
    -[X] Blue Zone Perimeter Outposts (Phase 4) 61/150 2 dice 40 R 99%
    -[X] Red Zone Enclosure Campaigns 0/200 2 dice 40 R 26%
    -[X] GDSS Enterprise (Phase 1) 0/100 1 Fusion die, 20R 24%
    -[X] Reopen the Publishing Houses 0/150 2 dice 20 R 62%
    -[X] Craft Shops and Maker facilities 0/200 1 dice 5 R 0%
    -[X] Zone Suit Factories(Newark) 0/75 2 dice 30 R 86%
    -[X] Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 97%
    -[X] Light Combat Hydrofoil development 0/40 1 dice 10 R 79%
    [X] Plan: Batteries, Bamboo and Barriers
    -[x] Yellow Zone Reconstruction (Phase 3), 1 die 15R 6%
    -[x] North Boston Chip Fabrication (Phase 3), 3 dice 45R 90%
    -[x] Toy Plants, 1 die 5R 92%
    -[x] Lithium Battery Plants, 4 dice 40R 79%
    -[x] Yellow Zone Aquaponics Bays (Phase 1), 2 dice 20R 89%
    -[x] Bamboo Paper Works, 4 dice 40R 79%
    -[X] Refill Strategic Food Stockpiles
    --[X] Small Stockpiles (- Food ++ Stored Food)
    -[x] Blue Zone Perimeter Redoubts (Phase 3), 1 die 20R 82%
    -[x] Blue Zone Perimeter Outposts (Phase 4), 1 die 20R 55%
    -[x] Red Zone Tiberium Harvesting (Phase 4), 1 die 25R 89%
    -[x] Red Zone Enclosure Campaigns, 3 dice 60R 84%
    -[x] GDSS Enterprise (Phase 1), 1 fusion die 20R 24%
    -[x] Alternate Education Programs, 3 dice 15R 75%
    -[x] Orbital Strike Regimental Combat Team Development, 1 die 15R 97%
    [X] Plan Focused Enterprise
    -[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
    -[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
    -[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
    -[X] Tiberium Glacier Mining (Phase 4) 68/200 2 dice 60R 82%
    -[X] Red Zone Enclosure Campaigns 0/200 2 dice 40 R 26%
    -[X] GDSS Enterprise (Phase 1) 3 dice 80R 97%
    -[X] Technical School Program 0/300 4 dice 20R 56%
    -[X] Craft Shops and Maker facilities 0/200 2 dice 10R 20%
    -[X] Reopen the Publishing Houses 0/150 2 dice 20 R 62%
    -[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
    -[X] Zone Suit Factory: Glasgow 0/75 1 die 15R 44%
    [x] Plan spread the love
    -[x] Blue Zone Reconstruction (Phase 2) 5D 50 res
    -[x] Rail Link Reconstruction (Phase 2) 1D 20 res
    -[x] Blue Zone Microgeneration Program (Phase 1) 1 dice 5 res
    -[x] North Boston Chip Fabrication (Phase 3) 2 dice 30 res
    -[x] Yellow Zone Power Grid Extension (Phase 2) 2 free dice 10res
    -[x] Lithium Battery Plants 2 dice 20 res
    -[x] Toy Plants 1 dice 5 res
    -[x] Vertical Farming projects 3 dice 45
    -[x] Blue Zone Perimeter Redoubts (Phase 3) 1 dice 20 res
    -[x] Blue Zone Perimeter Outposts (Phase 4) 1 dice 20res
    -[x] Expand Orbital Communications Network (Phase 2) 1 dice 30 res
    -[x] Reopen the Publishing Houses 2 dice 20 res
    -[x] Expand Local Public Media Operations 1+1 dice 20 res
    -[x] Reclaimator Hubs 1 dice 25res
    --[x] Reclaimator Hub Blue Zone 1 (Progress 39/125)
    -[x] Orbital Strike Regimental Combat Team Development 2 dice 30res
    -[x] Security Reviews-Heavy Industry 1 dice+ 1 free dice
    [X] Tiberium (5/6 dice) 125 Resource
    -[X] Blue Zone Perimeter Redoubts (Phase 3) (138/200)
    --[X] 1 dice, 20 resources
    -[X] Blue Zone Perimeter Outposts (61/150)
    --[X] 1 dice, 25 Resources
    -[X]Tiberium Glacier Mining (Phase 3) (68/200)
    --[X]2 dice, 60 resources
    -[X]Red Zone Enclosure Campaigns (0/200)
    [X] Plan batteries, bamboo, barriers
    [X] preparing for the future
    [X] Military (3/3 dice + 2 free dice) 70 Resources
    -[X] Orbital Strike Regimental Combat Team Development (53/75)
    --[X] 1 dice, 15 Resources
    -[X] Wolverine Mark 3 Deployment
    --[X] 3 dice, 45 Resources
    -[X] Shell Plants (Phase 1)
    --[X] 1 dice, 10 Resources
    -[X] Bureaucracy
    --[X] Security Reviw (Agriculture) 3 dice + 1 operational dice
    [X] Services (3/3 dice) 15 Resources
    [X] Orbital (0/3 dice)
    [X] Heavy Industry (3/3 dice + 3 free dice) 60 Resources
    -[X]North Boston Chip Fabrication (Phase 3) (474/600)
    --[X] 3 dice, 45 Resources
    --[X] Yellow Zone Power Grid Extension (Phase 2) (74/300)
    [X] Agriculture (0/3 dice)
    [X] Light and Chemical Industries (3/3 dice) 30 Resources
    -[X] Lithium Battery Plants (0/200)
    --[X] 3 dice, 30 resources
    [X] Infrastructure (3/6 dice) 50 resources
    --[X]Yellow Zone Reconstruction (Phase 3) (82/200)
    --[X] 2 dice, 30 Resources
    -[X] Yellow Zone Fortress Towns (0/250)
    --[X] 1 dice, 20 resources
    [X] Plan Mitigation Expansion
    [X] Plan Less-Focused Enterprise
    -[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
    -[X] Chemical Precursor Plants 36/200 2 dice 30R 23%
    -[X] Integrated Biodome Experiments 0/150 2 dice 20R 34%
    -[X] Luxury Aquaponic Bays 0/100 1 die 10R 24%
    -[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
    -[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
    -[X] Red Zone Enclosure Campaigns 0/200 2 dice 40 R 26%
    -[X] GDSS Enterprise (Phase 1) 3 dice 80R 97%
    -[X] Technical School Program 0/300 4 dice 20R 56%
    -[X] Craft Shops and Maker facilities 0/200 2 dice 10R 20%
    -[X] Reopen the Publishing Houses 0/150 2 dice 20 R 62%
    -[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
    -[X] Zone Suit Factory: Glasgow 0/75 1 die 15R 44%
    [X] preparing for the future
    -[X] Yellow Zone Reconstruction (Phase 3) 82/200 1 dice 15R 6%
    -[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
    -[X] Toy Plants 68/100 1 die 5R 92%
    -[X] Lithium Battery Plants 0/200 3 dice 30 R 43%
    -[X] Luxury Aquaponic Bays 0/100 1 die 10R 24%
    -[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
    -[X] Blue Zone Perimeter Outposts (Phase 4) 61/150 1 dice 20R 55%
    -[X] Tiberium Glacier Mining (Phase 4) 2 dice 60R 82%
    -[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
    -[X] Red Zone Enclosure Campaigns 0/200 1 dice 20R
    -[X] GDSS Enterprise (Phase 1) 0/100 1 die 20R 24%
    -[X] Reopen the Publishing Houses 0/150 2 dice 20 R 62%
    -[X] Tertiary Schooling 5 dice 0/500 25R 3%
    -[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
    -[X] Advanced Myomer Works 0/125 2 dice 20R 48%
    [X] Plan SPACE Core
    -[X] North Boston Chip Fabrication [2 Dice, 30 Resources, 56%]
    -[X] Union Class Construction Yard [3 Dice, 40 Resources, 43%]
    -[X] Toy Plants [1 Die, 5 Resources, 91%]
    -[X] Blue Zone Perimeter Redoubts [1 Die, 20 Resources, 82%] EV: 3.28
    -[X] Blue Zone Perimiter Outposts [1 Die, 20 Resources, 55%] EV: 2.75
    -[X] Tiberium Glacier Mining [1 Die, 30 Resources, 12%]
    -[X] Red Zone Enclosure [2 Dice, 40 Resources, 26%] EV: 1.05
    -[X] GDSS Enterprise [1+3 Dice, 20+90 Resources, Phase 1 - 100%, Phase 2 - 20%]
    -[X] Technical School Program [4 Dice, 20 Resources, 56%]
    -[X] Orbital Strike Regimental Combat Team Development [1 Die, 15 Resources, 95%]
    -[X] Shell Plants [2 Dice, 20 Resources, 26%]
    -[X] Security Review [Tiberium, 1 Die]
    [X] Plan Screw Mitigation, Get Internet.
    -[X] Fiber-Optic Expansion 6 dice, 120 resources
    -[X] North Boston Chip Fabrication (Phase 3), 3 dice (45 Resources)
    -[X] Toy Plants, 1 die (5 Resources)
    -[X] Civil Clothing Factories 2 dice+3 free dice, 50 resources
    -[X] Luxury Aquaponic Bays, 2 dice (20 Resources)
    -[X] Organic textiles farms 1 die, 10 resources
    -[X] Blue Zone Perimeter Redoubts (Phase 3), 1 die (20 Resources)
    -[X] GDSS Enterprise (Phase 1) 1 die, 20 resources
    -[X] Craft Shops and Maker facilities 3 dice, 15 resources
    -[X] Reopen the Publishing Houses 2 free dice, 20 resources
    -[X] Orbital Strike Regimental Combat Team Development, 1 die (15 Resources)
    -[X] Security Reviews (Tiberium), 1 die

Q1 2053. It didn't even register as Food in Storage until:

Food: Sufficient production, inefficiencies in distribution (++)
Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored)

Q3 2053. It took us an entire Quarter to do +2 Stored Food the first time we did it. We also got the option to do the next Food Stockpile action in Q3 2053:

[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)

and did it in Q2 2054:

[ ] Medium Strategic Food Stockpile
With strategic stockpiles reestablished, significant changes in policy will create uncertainty and project a lack of confidence. However, a somewhat larger investment into stockpiling food will begin to introduce some level of strain onto our food supplies, but it will also provide enough to feed people well for some time.
(-Food, ++ Stored Food)

The strategic food stockpile expansion is underway, mostly removing the long hated fungus bars from the market. While most stores still stock some, they are low turnover items, mostly sold to the people who actually found them palatable. While it will take some time to fill, and the strategic stockpiles are still not particularly large, they are enough to make good most potential delays in resupply, and shortage in the case of NOD attack. The food stockpiles have also been moved forward, spreading many of them from dedicated warehouses in the Blue Zones into the Terminus cities, and smaller stockpiles in the fortress towns, marking a higher degree of confidence that the areas will not be immediately overrun in case of conflict.

which resulted in:

Food: Sufficient production, some inefficiencies in distribution (+3) (+2 stored) (Moving to +4 storage)

our Food Storage moving to +4 in Q3 2054 and:

Food: Sufficient production (+4) (+4 stored)

having +4 Food Storage in Q4 2054 and we got the next stockpile action in Q3 2056:

[ ] Large Strategic Food Stockpile
With a major allocation towards increasing food stockpiles and forward deploying caches of long lasting food, GDI can ensure that even in the case of major disruptions in the food supplies people can eat for months.
(+++ Food Stockpile -- Food)

and did it in Q4 2056:

[ ] Large Strategic Food Stockpile
With a major allocation towards increasing food stockpiles and forward deploying caches of long-lasting food, GDI can ensure that even in the case of major disruptions in the food supplies people can eat for months.
(+++ Food Stockpile -- Food)

With the expansion of the food stockpiles, GDI has restarted Project Citadel. A series of major caches intended to be the final hardpoints of the Initiative, they were stripped bare during the war as refugees and soldiers needed feeding. While in the immediate postwar years, the military reconsidered the Citadel project, due to the Brotherhood actually overrunning some of the North American fortresses, it has come back around to the program, especially now as the Initiative has significant strategic depth, and is actually in the process of taking more territory. While so far only the food has been stockpiled, over the coming years, the military will begin supplying the bases with equipment.

with our Food Storage growing to +8 in Q1 2057:

Food:‌ Major ‌Surpluses‌ ‌(+11)‌ ‌(+6 in reserve (growing to +8)‌ ‌

and being +8 Food Storage in Q2 2057:

Food:‌ Major ‌Surpluses‌ ‌(+12)‌ ‌(+8 in reserve)‌ ‌

We got the current stockpile action in Q2 2058:

[ ] Extra Large Food Stockpiles (New)
Laying in all that is possible in the currently existing storage space will be a significant undertaking, requiring a large surplus beyond what is being consumed. While not the most efficient of options, it is the cheapest of the lot, requiring no real additional construction
(+8 Food in reserve, -16 Food)

So with that a few questions for @Ithillid: Will it take us two turns to complete the free Stockpile action again? Or will it be more since more is being stockpiled this time around? And does it count towards our Plan goals if the free Stockpile action completes fully on Q4 2061?
 
Rewrite of all three of my plans, but the main difference is still in what they go for in the Military action: Carrier, Frigate or OSRCT Stations. Also how much they work on Enterprise:

Resources:‌ ‌1020 ‌(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
21.29 Blue Zone
2.16 Green Zone
22.82 Yellow Zone (98 Points of Abatement)
53.73 Red Zone (70 Points of Abatement)

Current Economic Issues:
Housing: +36 (31 population in low quality housing) (-10 per turn from refugees)
Energy: +16 (+4 in reserve)
Logistics: +26 (-7 from raiding) (-7 from military activity)
Food: +22 (+10 in reserve)
Health: +9 (-8 from Wartime Demand) (-10 from Refugees)
Capital Goods: +27 (+101 in reserve) [-10 at End of War (Will go back this turn) ] [+1 in Q1 2061 ]
STUs: +11
Consumer Goods: +37 (-22 from demand spike) (+3 from Private Industry)
Labor: +43
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1925/2470)‌ ‌
Labor Per Turn: +4
Taxation Per Turn: +30
Space Mining Per Turn: +75
Green Zone Water: +6

[X] Plan Running on Glass v1.5 Carrier:
-[X] Infrastructure 6/6 Dice 95 Resources:
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[X] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Die = 30 Resources
--[X] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[X] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[X] Heavy Industry 5/5 Dice 140 Resources:
--[X] Crystal Beam Industrial Laser Deployment (New) 0/600 20 Resources per Die, 1 Die = 20 Resources
--[X] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[X] Personal Electric Vehicle Plants (New) 10 Resources per Die, 1 Die = 10 Resources
--[X] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[X] Light and Chemical Industry 5/5 55 Resources:
--[X] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[X] Civilian Support Expansion (Phase 1) (New) 0/250 10 Resources per Die, 4 Dice = 40 Resources
-[X] Agriculture 4/4 Dice + 4 Free Dice 80 Resources:
--[X] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 3 Dice = 30 Resources
--[X] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[X] Strategic Food Stockpile Construction (Phase 2) 38/150 10 Resources per Die, 3 Dice = 30 Resources
--[X] Extra Large Food Stockpiles 1 Die
-[X] Tiberium 7/7 Dice 150 Resources:
--[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[X] Red Zone Border Offensives (Stage 1) (Updated) 0/250 25 Resources per Die, 4 Dice = 100 Resources
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 20 Resources per Die, 1 Die = 20 Resources
--[X] Tiberium Harvesting Claws Development (Tech) (New) 0/80 15 Resources per Die, 1 Die = 15 Resources
-[X] Orbital Industry 6/6 Dice + Erewhon Die 120 Resources:
--[X] GDSS Enterprise (Phase 5) 102/1535 20 Resources per Die, 3 Dice + Erewhon Die = 80 Resources
--[X] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[X] Lunar Regolith Harvesting (Phase 2) 278/310 20 Resources per Die, 1 Die = 20 Resources
-[X] Services 5/5 Dice + 1 Free Die 250 Resources:
--[X] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
--[X] Scrin Research Institutions (New) 0/400 30 Resources per Die, 5 Dice = 150 Resources
-[X] Military 8/8 Dice + 1 Free Die 130 Resources:
--[X] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[X] Skywatch Telescope System 64/95 10 Resources per Die, 1 Die = 10 Resources
--[X] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[X] Escort Carrier Shipyards (High Priority) New York 0/240 20 Resources per Die, 3 Dice = 60 Resources
--[X] Mastodon Heavy Assault Walker Deployment (High Priority) 0/225 10 Resources per Die, 3 Dice = 30 Resources
-[X]Bureaucracy 4/4 Dice + 1 Free Die:
--[X] Conduct Economic Census 5 Dice DC 250

95+140+55+80+150+120+250+130 = 1020/1020

[X] Plan Running on Glass v1.5 Frigate:
-[X] Infrastructure 6/6 Dice 95 Resources:
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[X] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Die = 30 Resources
--[X] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[X] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[X] Heavy Industry 5/5 Dice 140 Resources:
--[X] Crystal Beam Industrial Laser Deployment (New) 0/600 20 Resources per Die, 1 Die = 20 Resources
--[X] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[X] Personal Electric Vehicle Plants (New) 10 Resources per Die, 1 Die = 10 Resources
--[X] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[X] Light and Chemical Industry 5/5 55 Resources:
--[X] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[X] Civilian Support Expansion (Phase 1) (New) 0/250 10 Resources per Die, 4 Dice = 40 Resources
-[X] Agriculture 4/4 Dice + 4 Free Dice 80 Resources:
--[X] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 3 Dice = 30 Resources
--[X] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[X] Strategic Food Stockpile Construction (Phase 2) 38/150 10 Resources per Die, 3 Dice = 30 Resources
--[X] Extra Large Food Stockpiles 1 Die
-[X] Tiberium 7/7 Dice 150 Resources:
--[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[X] Red Zone Border Offensives (Stage 1) (Updated) 0/250 25 Resources per Die, 4 Dice = 100 Resources
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 20 Resources per Die, 1 Die = 20 Resources
--[X] Tiberium Harvesting Claws Development (Tech) (New) 0/80 15 Resources per Die, 1 Die = 15 Resources
-[X] Orbital Industry 6/6 Dice + Erewhon Die 110 Resources:
--[X] GDSS Enterprise (Phase 5) 102/1535 20 Resources per Die, 1 Die + Erewhon Die = 40 Resources
--[X] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[X] Outer System Survey Probes 0/190 15 Resources per Die, 2 Die = 30 Resources
--[X] Lunar Regolith Harvesting (Phase 2) 278/310 20 Resources per Die, 1 Die = 20 Resources
-[X] Services 5/5 Dice + 1 Free Die 250 Resources:
--[X] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
--[X] Scrin Research Institutions (New) 0/400 30 Resources per Die, 5 Dice = 150 Resources
-[X] Military 8/8 Dice + 1 Free Die 140 Resources:
--[X] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[X] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[X] Shark Class Frigate Shipyard (Seattle) 0/300 20 Resources per Die, 4 Dice = 80 Resources
--[X] Mastodon Heavy Assault Walker Deployment (High Priority) 0/225 10 Resources per Die, 3 Dice = 30 Resources
-[X]Bureaucracy 4/4 Dice + 1 Free Die:
--[X] Conduct Economic Census 5 Dice DC 250

95+140+55+80+150+110+250+140 = 1020/1020

[X] Plan Running on Glass v1.5 Intercept:
-[X] Infrastructure 6/6 Dice 95 Resources:
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[X] Blue Zone Apartment Complexes (Phase 3) 72/160 10 Resources per Die, 3 Die = 30 Resources
--[X] Suborbital Shuttle Service (Phase 1) 92/200 30 Resources per Die, 1 Die = 30 Resources
--[X] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[X] Heavy Industry 5/5 Dice 140 Resources:
--[X] Crystal Beam Industrial Laser Deployment (New) 0/600 20 Resources per Die, 1 Die = 20 Resources
--[X] Isolinear Chip Foundry Anadyr 85/320 50 Resources per Die, 2 Die = 100 Resources
--[X] Personal Electric Vehicle Plants (New) 10 Resources per Die, 1 Die = 10 Resources
--[X] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[X] Light and Chemical Industry 5/5 55 Resources:
--[X] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[X] Civilian Support Expansion (Phase 1) (New) 0/250 10 Resources per Die, 4 Dice = 40 Resources
-[X] Agriculture 4/4 Dice + 4 Free Dice 80 Resources:
--[X] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 3 Dice = 30 Resources
--[X] Freeze Dried Food Plants 151/200 20 Resources per Die, 1 Die = 20 Resources
--[X] Strategic Food Stockpile Construction (Phase 2) 38/150 10 Resources per Die, 3 Dice = 30 Resources
--[X] Extra Large Food Stockpiles 1 Die
-[X] Tiberium 7/7 Dice 150 Resources:
--[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 Resources per Die, 1 Die = 15 Resources
--[X] Red Zone Border Offensives (Stage 1) (Updated) 0/250 25 Resources per Die, 4 Dice = 100 Resources
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 20 Resources per Die, 1 Die = 20 Resources
--[X] Tiberium Harvesting Claws Development (Tech) (New) 0/80 15 Resources per Die, 1 Die = 15 Resources
-[X] Orbital Industry 6/6 Dice + Erewhon Die 110 Resources:
--[X] GDSS Enterprise (Phase 5) 102/1535 20 Resources per Die, 1 Die + Erewhon Die = 40 Resources
--[X] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[X] Outer System Survey Probes 0/190 15 Resources per Die, 2 Die = 30 Resources
--[X] Lunar Regolith Harvesting (Phase 2) 278/310 20 Resources per Die, 1 Die = 20 Resources
-[X] Services 5/5 Dice + 1 Free Die 250 Resources:
--[X] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
--[X] Scrin Research Institutions (New) 0/400 30 Resources per Die, 5 Dice = 150 Resources
-[X] Military 8/8 Dice + 1 Free Die 140 Resources:
--[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 Resources per Die, 4 Dice = 80 Resources
--[X] Railgun Munitions Development 38/60 10 Resources per Die, 1 Die = 10 Resources
--[X] Escort Carrier Shipyards (High Priority) Nagoya 171/240 20 Resources per Die, 1 Die = 20 Resources
--[X] Mastodon Heavy Assault Walker Deployment (High Priority) 0/225 10 Resources per Die, 3 Dice = 30 Resources
-[X]Bureaucracy 4/4 Dice + 1 Free Die:
--[X] Conduct Economic Census 5 Dice DC 250

95+140+55+80+150+110+250+140 = 1020/1020

So the differences between the 3 plans are that Carrier does Skywatch and more Enterprise while Frigate and Intercept do less Enterprise and do Outer System Survey Probes instead to stay in budget. Also that each plan does 1 thing different in Military: Carrier does another Carrier Shipyard, Frigate does the last Frigate Shipyard and Intercept does the Phase 3 of OSRCT Stations:

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 3 Dice on Blue Zone Apartment Complexes for a 100% chance and an Average DC of 1 to complete Phase 3 and a 65% chance and an Average DC of 44 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 the Himmalayan Blue Zone some logistical support.
- 1 Die on Bureau of Arcologies so we are always building at least a small amount of High Quality Housing so that we don't have to do Housing actions every turn.

- 1 Die on Crystal Beam Industrial Laser Deployment to get started on that.
- 2 Die on Anadyr for a 8% chance and an Average DC of 89 to complete. Probably finished next turn with another Die.
- 1 Die on Personal Electric Vehicle Plants because we will need that for better Economic Development of our society so might as well get started on it now to save some money. It's not getting thrown away on it.
- 1 Die on Division of Alternative Energy so we have enough Energy in case everything that can completes this turn and so we build some amount of Energy each turn.

- 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 Support Expansion because while not a plan goal this one is urgent if we want to take as many refugees in as properly as possible and make it so Initiative First loses even more political ground. No I don't expect this to help with Reynaldo unless we roll a crit.

- 3 Dice on Blue Zone Aquaponics Bays for a 100% chance and an Average DC of 1 to complete Phase 4 and a 74% chance and an Average DC of 40 to complete Phase 5 and get us enough food to offset the Extra Large Food Stockpiles.
- 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.
- 3 Dice on Strategic Food Stockpile Construction for a 99% chance and an Average DC of 10 to complete Phase 2 and a 18% chance and an Average DC of 65 to complete Phase 3 and get us to the point where our most neglected Plan goal can now be slow rolled.
- 1 Die on Extra Large Food Stockpiles to get that done and start building towards the stockpile goal properly.

- 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.
- 4 Dice on Red Zone Border Offensives currently for a 99% chance and an Average DC of 20 to complete Stage 1 and get us +2 Energy and Super Glaciers. Will make it easier to do Stage 2 next turn.
- 1 Die on Liquid Tiberium Power Cell Deployment for a 56% chance and a DC of 45 to deploy some Energy in this emergency of having too much crap to rapidly build in Heavy Industry.
- 1 Die on Tiberium Harvesting Claws for a 80% chance and a DC of 21 to develop an improvement to Tiberium Mines so they can be worked on soon.

- 2/4 Dice, one of them Erewhon, on Enterprise to get started on that Plan Goal.
- 2 Die on Orbital Cleanup for a 100% chance and an Average DC of 1 to complete Stage 11 and a 76% chance and an Average DC of 36 to complete Orbital Cleanup and get us that +5 Political Support to offset the Liquid Tiberium Power Cells.
- 2 Die in Frigate and Intercept on Outer System Survey Probes for a 31% chance and an Average DC of 62 to complete that and be done with the Probe actions. This one is one part saving money and one part I just want to get SCED Quest more funding.
- 1 Die on Lunar Regolith Harvesting for a 100% chance and a DC of 1 to complete Phase 2.

- 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.
- 5 Dice on Scrin Research Institutions for a 66% chance and an Average DC of 50 to complete. If we are doing this, let's do it properly. Nothing beneath a DC of 50

- 3 Dice on either Escort Carrier Shipyards New York for a 54% chance and an Average DC of 49 to complete in Carrier plan or 4 Dice on Shark Class Frigate Shipyards Seattle (hi @uju32) for a 64% chance and an Average DC of 46 to complete the Shark Frigate Deployment or 4 Dice on OSRCT Stations Phase 3 for a 81% chance and an Average DC of 43 to complete that Phase and move forward with a plan goal.
- 1 Die on Railgun Munitions Development to get that done.
- 1 Die on Skywatch to complete it in Carrier.
- 1 Die on Escort Carrier Shipyards Nagoya for a 73% chance and a DC of 28 to complete.
- 3 Dice on Mastadon deployment for a 65% chance and Average DC of 44 because I want to pull the Steel Talons Devil Trigger as soon as possible so they have more infrastructure to work with.

- 5 Dice on Conduct Economic Census for a 96% chance and an Average DC of 28 to get past the highest DC of 250.

Edit: Whoops this is v1.5 not v1.4.

Edit 2: @Shaper47 the new version of my plan is out. See if you want to vote for this one as well or switch from my old plan to the new one.
 
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<Potentially very important stuff about Food Reserve spool up time.>
Yeah I had seen that, thanks.
It shouldn't require too big a change. We were already intending to get the goal complete in Q3 anyway.
It appears that we might want to move it forward slightly, or build a bit more than minimum required.
Shouldn't be too big a deal, as long as we keep enough Free dice free for Agriculture.
 
uhm do not see any digging into the earth plans here are we just ignoring the massive tib problem under the earth here or what??
 
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