All the new automated capgoods/congoods departments are pretty decent deals, but I think the cap goods ones specifically need to wait a few more turns while we clear out some other high priority cap goods projects with those dice. The HI/LCI cap goods departments are both good consistent sources of cap goods that we want running end of this year/start of next, but getting the lasers done in HI and Bergen 3 done in LCI are where the dice should go first IMO. Once those specific cap goods projects we want are done, then activate the general passive cap goods projects.

Yeah I agree with that assessment. I just see those cap goods per turn and think "GeT alL cAp GoOdS nOw!".
 
I also think it might lower the logistical strain from raiding and military supply, by letting Ground Forces hold the newly captured territory in a way that doesn't require quite so many soldiers stationed so far forward.
I believe we need one more phase of rails to lock down military supply lines.

Not really a big priority at the moment with fighting dying down but they also secure the Australian red zone routes.

Probably worth doing if we can spare the infrastructure dice.
 
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 (4 Dice, 40 R) (Phase 6, 71% chance Phase 7)
I suggest allocating one of those dice to bureau of arcologies , it will give us steady housing and consumer goods income so the sooner we start racking that in the better since we are going to have to do it eventually anyway ,while also reliving some of the political demands for arcologies since now parliament has something to point at and "say look they are being built" to the public , this also means we won't end up being saddled with a bunch of large arcology projects next plan
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
I suggest you reallocate both of those dice to the zone armor revision and the marauder zone armor project , both of them have high odds to finish with a single die baring a nat 1 and we are going to have to do them anyway before we start building zone armor factories plus do them both might cause them synergize and give benefits
 
I'm deeply ambivalent about doing that at that time. I want to reserve some Heavy Industry dice for Suzuka or research projects, some of which we've been putting off for years, or which have the potential to be transformational on other projects (e.g. Advanced Alloys may directly benefit next-generation fusion research)
Cap goods is a major constraint and we can rack up the cap goods for stuff like zone armor that we really wont get for a while otherwise, not if we also want to do one or both of the bureau projects. We can always find a reason to put off these projects but the cap good gain is pretty impressive for the HI project and will help us have enough to take the actions we need to.

I suggest you reallocate both of those dice to the zone armor revision and the marauder zone armor project , both of them have high odds to finish with a single die baring a nat 1 and we are going to have to do them anyway before we start building zone armor factories plus do them both might cause them synergize and give benefits
On the other hand URLS is a required plan goal and if we are trying to minimize free dice in mil than knocking out plan goals lets us know how many dice we can put on others and lets us avoid overkilling plan goals.
 
I think that's a good choice. Right now we need the dice. Spinning off departments is probably something we should do later, either in 2061Q4 so that the contributions from the departments are "priced in" to the targets set for us in reapportionment (e.g. so we get asked to build 1-2 phases of arcologies instead of 3-4), or when and as we have the money.
Yeah I had a think and your right especially since mmgaballah pointed out the line "may head off parliamentary pressure, and potentially punitive demands for vast amounts of arcology construction."

I feel like if possible we should finish the current phase of fortress towns. Right now there are no fixed defenses near the current border. I think that setting up such fortifications would if anything help lower tensions post-Steel Vanguard, because it's a signal of "here we have parked and here we intend to stay." I also think it might lower the logistical strain from raiding and military supply, by letting Ground Forces hold the newly captured territory in a way that doesn't require quite so many soldiers stationed so far forward.
Eh I'm trying to give us a good lead on housing so while the fortress towns is a good idea I'll wait until next quarter.

Personally I'd put the Vertical Farming dice on the storehouses. Expanding the storehouses is also popular, after all... And one of those things is a Plan commitment while the other isn't. Mind you, I have every intention of doing Ranching Domes and Vertical Farming in Q3 and Q4, aided by putting some E-CRP into storage to cheaply get the Stored Food requirement done so we can concentrate on yummies in the areas where people will actually eat the food.
I'm a bit worried about the unrest caused by the lack of things like eggs especially with the rise of the Milk and Honey Initiative so I'm putting dice on the vertical farms to try and nip that in the bud.

I have somewhat different priorites. Partly because the North American Red Zone inhibitor is a pet project. Partly because I think it's worth trying to make progress on the claw harvesting deployment for reasons discussed in my plan draft post. But this is a reasonable lineup.
I plan on doing that in the next two quarters but this turn I think it's better to concentrate tib dice on our plan goals.

This isn't me disagreeing with your priorities, just observing and thinking about the future.
You've been reading my mind here.

Uh. If it was me, I'd take at least one die off URLS and shift it to Newark. We're gonna need to get Newark done in a timely manner and if we don't push it with 2-3 dice in this quarter, we have very little margin for error in completing the Newark yard before the end of the Plan.
I'll still give it a big push next turn I just felt that giving one of the other plan goals that didn't have such a high energy cost said push instead would be a better idea and we have a higher chance of finishing it with fewer dice so... eh... 🤷‍♂️

Ahh, I was wondering what your plan was here. I was figuring on waiting until Q3 for this.

[nods respectfully]

All in all, I'm mostly comfy with this plan, though the lack of Newark dice makes me nervous.
Yeah I have to admit that the MaHI has me slightly concerned so I want to know how much support they have now rather then during any potential milk riots.
 
LCI 5/5 60R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 2 dice 20R 0%
-[] Artificial Wood Development 0/60 1 die 10R 85%
-[] Department of Consumer Industrial Development (New) 1 die 15R
I'd be happier if you could find room for a Bergen die; still really hoping to get to Bergen Phase 3 by the end of the Plan.

Agri 4/4 +3 Free+1 AA 100R +24
-[] Security Review 1 die
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[] Ranching Domes 0/250 3 dice 60R 42%
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 2 dice+AA 30R 7% (100% for 3)
I don't feel comfortable with the limited progress this makes towards the Stored Food target. Unless you're planning two E-CRP phases, we're going to be stuck racing down to the wire on this one, and two E-CRP phases is gonna be ugly politically.

Tiberium 7/7 180R +39
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] Harvesting Tendril Deployment (Phase 2) 74/750 4 dice 120R 0%
-[] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%
I feel like this sets us up for problems. Tendrils Phase 2 realistically completes in Q3 if you push it at this pace and we only get 100 R towards the Resource stockpile, or Q4 and 0 R if we're unlucky. Then reallocation eats the income and we only get 25-30 RpT of it for the next plan. Worst of both worlds compared to either a rapid 7-8 die surge here and now, or a deliberate slow-walk to get it done in 2062Q1.

Also, no work on harvesting claws, which we're going to very much want already deployed by 2062Q1 on account of all the vein mining we'll need to do seeing as how we're on a Red Zone freeze.

we absolutely need to do this before the current plan ends , other wise we will be saddled by several massive archologies goals next plan , if we do this the parliament will be able to point at it to the public and say "see they are building them it just takes time" easing the political forces pushing on the matter
You're quite right. I plan it for 2061Q4. We can also say "hey, just give them more money, I'm sure they'll build faster," and ask Parliament to provide the Bureau with some matching funds out of the NON-Treasury budget.

Shouldn't that be +3 Energy, +2 Capital Goods and +1 Labour? I mean going by the flavour text.
Nah. We'll need to do new energy-intensive production lines. If this works out to be like T-Glass, what happens is that we get +RpT (because our overall tiberium mining operations consume less disposable stuff and are thus slightly more efficient), but we'll need new actual factories to make all this stuff. However, the real reward is gonna be the improvements to vein mining, which I plan to do a LOT of in 2062Q1.

Nice for vein mines, which we'll probably want to do more of long term. Not an immediate need, though, given we're still working on bashing our heads against surface tiberium (and just recently got access to red zone border mining, which is nice for RpT), much less the underground stuff.
The thread is rebelling against the idea of doing those Red Zone Border Offensives and the associated super-glacier mines, because ZOCOM is (with reason) protesting of being overstretched.

I for one am planning around a huge vein mining push; see above.

Health is nice, and this is probably important narratively for keeping health access distributed on top of just keeping the big number up. Not sure what to make of the costs, though.
It's expensive but we can afford to make a real dent in it once we have Anadyr and/or portal research out of the way, I think.

another mostly-narrative item, but definitely useful for soldiers and former soldiers. Probably not as critical though, and we've got more pressing issues.
This is likely to be very impactful for workforce participation, which is in turn important for the problems the civilian economy is having. A bunch of TWIII veterans blinded by laser blasts, now in their late thirties up through their fifties, returning to work white collar jobs they previously couldn't do on account of being blind, would be a good thing right now.

more military shinies. I'm not super inclined to go for it now or soon given we're probably looking at a drawdown in military spending in the future to deal with the food and refugee situations, and once the new plan hits the regularly scheduled tiberium push as well.
Zrbite-based sonics may be more important than you realize, because they're likely to chain into improved sonic anti-tiberium technology, which in turn means our abatement works better and is less easily bypassed by tiberium mutations. Also, they're a ZOCOM project and anything that's good for ZOCOM helps us project into the Red Zones. See above.

This is probably something to do sooner rather than later, if we've got non-plan goal military dice to spend.
I think we're gonna have to put off doing all but maybe the first phase until 2062... at which point it becomes the perfect thing to sink dice into because it's cheap per die and so we can do it without overstraining the Resource budget.

less vital than railgun ammo, but nicely cheap for a deployment project.
Ugh. Quite the opposite. Not cheap at all. At 25 R/die it's the kind of thing that's incredibly painful to do except in the last year or two of a Plan, and we're very hard up for Military dice in what's left of this year. Still, very useful, and helps weaken one of Nod's best weapons- infiltration tactics by elite commandos.

If we want to move away from centrally planned toothbrushes, this is probably important.
Frankly yes... it's just going to be painful to actually do. We'll miss that 100 R.

+dice cap is very nice, but good god -20 cap goods is an oof, and -free dice isn't nice either. If we want to stick to our centrally planned toothbrushes, this is vital.
Given what Ithillid's said it does, I'm not sure how much it helps.

I agree with you about the benefits of the 2d50... it's just hard to scrape together ten Capital Goods for it.

Gonna vote for anyone and everyone who includes [ ] Long Term Systematic Planning Organization (New). It's past time for some dice automation.
We do not have the Capital Goods to do that at this time. What you want, if you want that, is aggressive investment in Capital Goods... The problem then being all the other stuff we have that's hungry for it, and the lack of time before the end of the Plan to do megaprojects on top of our other commitments.
 
I'm pretty sure us actually trying to roll out Zone Armor is a sign of the Apocalypse. Zone Command will all weep tears of joy at the actual funding of such an effort.
 
They are 25 and 20 R per die, portal is taking 100 R per die and Anadyr 50 and NOD gacha is 30 R, that average is going down even with those.
Yeah, but I expect the ocular implants deployment to be 20-25 R/die, and we're going to need a LOT of those dice. The Services budget may be lower on net, but it could be a closer-run thing than we were expecting. I'm mostly just being a gloomy Gus, I guess.

Pulling one die from carrier shipyards to Bogatyr while adding one AA die to the shipyards, thus giving them a fair chance to finish this turn while not pushing back Bogatyr would be a very relevant option in my opinion.

Besides the Bogatyr project is evolving. I am reasonably certain that joining early would be far preferable to waiting.
2+AA dice gives us a 35% chance of finshing the yard, and the median roll is 204/240, just short of completion. I could maybe see clear to doing it, but I'd want to see signs of a bigger groundswell in favor of doing Bogatyr die in Q2 as opposed to Q3. Especially since I really want to experiment with Interdepartmental Favors and I've been told (by @Rakuhn , I think) that this is potentially the best time to try it.

I believe we need one more phase of rails to lock down military supply lines.

Not really a big priority at the moment with fighting dying down but they also secure the Australian red zone routes.

Probably worth doing if we can spare the infrastructure dice.
I'm supportive of that rail option- among other things because it's one of those things we can afford to finish off with a die or two in early 2062 without breaking our small and fragile budget.

I suggest allocating one of those dice to bureau of arcologies , it will give us steady housing and consumer goods income so the sooner we start racking that in the better since we are going to have to do it eventually anyway ,while also reliving some of the political demands for arcologies since now parliament has something to point at and "say look they are being built" to the public , this also means we won't end up being saddled with a bunch of large arcology projects next plan
I'm gonna commit to doing it in 2061 for the reasons you list, but not to commit to doing it now, because the apartments are vastly more efficient in terms of just putting people in physical homes and that's what we need right now. Right now we're at -10 Housing per turn from refugee waves with no end in sight. A couple more dice on apartments in Q2 and Q3 could make some real difference.

One Housing Die per turn on apartments is roughly equivalent to +3 Housing per turn. The Bureau of Arcologies is +1 Housing per turn. Those extra +4 Housing right away are gonna matter to a lot of people.

The perfect is the enemy of the good.

I suggest you reallocate both of those dice to the zone armor revision and the marauder zone armor project , both of them have high odds to finish with a single die baring a nat 1 and we are going to have to do them anyway before we start building zone armor factories plus do them both might cause them synergize and give benefits
Hard 'no' on doing that. I'm going to commit to trying in good faith to get a Zone Armor factory started in Q3 and at least one done by 2061Q4, but not to doing the Defender revision in Q2 before any Zone Armor factory can possibly be completed. I don't want us frantically piling in dice at the last minute in Q4 to complete any mandatory Plan targets... and URLS is a mandatory target.

The improvements on the current Zone Armor design can wait; we have a perfectly good design and can afford to scale up manufacture of it before making final refinements. The perfect is, again, the enemy of the good.

Cap goods is a major constraint and we can rack up the cap goods for stuff like zone armor that we really wont get for a while otherwise, not if we also want to do one or both of the bureau projects. We can always find a reason to put off these projects but the cap good gain is pretty impressive for the HI project and will help us have enough to take the actions we need to.
Well, if you wanna go for it, I'll respect your decision. I won't do the same, not this turn.

I'm a bit worried about the unrest caused by the lack of things like eggs especially with the rise of the Milk and Honey Initiative so I'm putting dice on the vertical farms to try and nip that in the bud.
Yeah, I get you. Your plan at least does enough towards Stored Food that I can accept it as a basically good plan. It has ELFS and a seriousface effort to get Food production up to compensate for all the stuff ELFS eats, so that's good.

[nods approvingly]

I plan on doing that in the next two quarters but this turn I think it's better to concentrate tib dice on our plan goals.
Eh, the processing plants are such small potatoes as a project that I'm confident putting them off until Q3. But I respect what you're saying.

I'll still give it a big push next turn I just felt that giving one of the other plan goals that didn't have such a high energy cost said push instead would be a better idea and we have a higher chance of finishing it with fewer dice so... eh... 🤷‍♂️
The thing is, if we roll like a 5 on your one Newark die, we're kinda screwed because then we have to either roll three dice and pray we have decent luck that turn, or roll four dice and that is such overkill of a kind we don't need right now. I'm advocating 2-3 dice for that reason, preferably three, but that's me.

It's the one area, I think, where I really feel significant disagreement with you.

I'm pretty sure us actually trying to roll out Zone Armor is a sign of the Apocalypse. Zone Command will all weep tears of joy at the actual funding of such an effort.
We've already survived, uh... Three apocalypses, two of them overlapping and one of them ongoing, plus a few world wars that I don't think qualify.

I think Zone Armor rollouts are a sign of the Espylacopa- the point at which the Four Horsemen start looking around nervously because ZOCOM is about to jump their asses.
 
I'd be happier if you could find room for a Bergen die; still really hoping to get to Bergen Phase 3 by the end of the Plan.
Brrgen phase 3 should be able to be hit Q3 and Q4 instead a focused Cons Good push this turn to symbolize a shift from being in the regency war to building forwards is what I want to push. Q3 for this is dice on consumer drones and bergen as the highest priority for the current options after the ones I have this turn go through.

I don't feel comfortable with the limited progress this makes towards the Stored Food target. Unless you're planning two E-CRP phases, we're going to be stuck racing down to the wire on this one, and two E-CRP phases is gonna be ugly politically.
Free die on security review and 2 to 3 ranching dome die( 3 if it finishes, 2 if it does not) moves to food storage and should see us through 3 to 4 stages between Q2 and Q3 which when combined with ELF is enough to hit our goal. And by pushing hard on ranching domes this turn it takes the wind out of any sort of protest movement from really gaining steam. E-CRP will not be needed.

Edit- I dropped the 1 die I had on URLS to move a free die onto food storage, that means 50% for a 2nd phase this turn which sets us up nicely to finish the food storage goal in Q3.

I feel like this sets us up for problems. Tendrils Phase 2 realistically completes in Q3 if you push it at this pace and we only get 100 R towards the Resource stockpile, or Q4 and 0 R if we're unlucky. Then reallocation eats the income and we only get 25-30 RpT of it for the next plan. Worst of both worlds compared to either a rapid 7-8 die surge here and now, or a deliberate slow-walk to get it done in 2062Q1.

Also, no work on harvesting claws, which we're going to very much want already deployed by 2062Q1 on account of all the vein mining we'll need to do seeing as how we're on a Red Zone freeze.
Claws can be done Q3/Q4 and as it is only 5R not something we benefit from finishing Q3. Meanwhile Tendrils finishing Q3 gets us an extra 100 to roll over, plus our reallocation is that much higher and the other departments have more resources to use on improving their situation. Also tendrils is going to be more expensive than the other income actions, so even if it finishes Q4 we should have roll over based on average dice costs being lower Q3 and Q4 (this is kind of a peak turn with Anadyr, Portals and NOD Gacha). 7-8 surge also is not rolling over resources into Q3 from Q2 (which if we are doing things right we should be spending less than our income Q3 and Q4 as well so that does build up a stockpile). Also if I did go that route I would go 6 dice as that is the min chance to finish and if it does we end up saving 1-2 dice to progress further elsewhere.

Plus they can see if we slow roll income projects out to key them for after reallocation and I am not in the mood to play games like that when it hurts GDI by reducing the R that other departments use for their own projects.

Yeah, but I expect the ocular implants deployment to be 20-25 R/die, and we're going to need a LOT of those dice. The Services budget may be lower on net, but it could be a closer-run thing than we were expecting. I'm mostly just being a gloomy Gus, I guess.
That still caps service at 100 to 125 R- we are spending 180R on service this turn so that is a reduction in spending of at least 55R (could be 80R) and I don't see places where we would increase spending elsewhere to eat all of that. Add another 20 to 30 R for not spending 50R on an Anadyr die as well.

Well, if you wanna go for it, I'll respect your decision. I won't do the same, not this turn.
I am not doing HI this turn, getting lasers and anadyr and the last fusion power done is more important. I just anticipate out of really bad rolls not needing all our HI dice on lasers Q3 so we can put a die on the cap goods then.
 
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I'm gonna call this plan Tendrils and Portals with light power investment.

Infrastructure 6 dice 130R +34
-[] Blue Zone Apartment Complexes (Phase 6?) 0/160? 2 dice 20R 72%
-[] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[] Chicago Planned City (Phase 4) 3/550 3 Infra dice+1HI die 80R
Respectable. I'd suggest mentioning Chicago in the plan name, because that differentiates you significantly from a lot of other plans.

With that said, if it was me, I'd go all-in on Chicago and try for single-phase completion. Saves on scarce Heavy Industry dice, and there's nothing about the other two things that can't wait like one turn. We finished +18 Housing last turn alone, so we're not really falling behind that badly on the refugee wave.

Heavy Industry 5 dice+2 free die 150R +29
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 1 die 20R 88%
-[] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R 2%
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
A 12% chance of a fusion phase not completing makes me nervous, because you're really pushing the limits of our Energy supply even despite all the efforts you've made to minimize Energy consumption in this quarter.

I know this is an issue we've discussed before, but wanted to mention it here and now.

Military 8 dice 155R +26
-[] ASAT Defense System (Phase 4) 36/220 1 die 20R
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 1 die 15R
-[] Escort Carrier Shipyards Newark 0/240 2 dice 40R 4%
I think it'd be best to consolidate the ASAT die on OSRCT, which quite frankly is gonna need all the dice we can spare to feed it in Q2 and Q3 anyway. I'd suggest putting it on Newark, but I already know you're trying to deliberately minimize Energy consumption to avoid disaster in case the fusion plants don't finish on time.

I am currently at work so no plans on my end for now but I just want to say that I will not vote for any plan without a Zone Armor Factory or ZDefender revision on it.
I understand the impulse, but that's gonna get very directly in the way of us hitting Plan goals. Either we'll have to pull dice away from something mandatory, or we'll have to pull dice away from something mandatory in another category. Just saying.

Personally, I have a plan to just not bother to do anything that strains ZOCOM in the near future, just let them stay as-is while moving a little slower on the power armor.

And we know that the biggest parties, developmentalists and militarists are developing their plans this turn.

If we want to prevent the penalty, this appears to be the last turn to do so.
Would you mind expanding on this? Because that's a very specific statement and if you're confident making it, you must know something I don't.

@Ithillid are we going to get a project to refit our existing RZ operations with ion storm collector panels?
Oh yes this this this. Want this so much. Thought we were told it'd happen.

Maybe it's gated behind us actually DOING any Red Zone projects that are hooked up with ion power, so we have workable examples in the field of the system being implemented successfully.

And the Escort Carrier shipyard moved to New Jersey. Newark, even. God help us all.
Brooklyn Resident: "I think the idea is that even tiberium avoids Newark."

The Banking reforms will help get more of an economy running outside the government sector.
Yeah. I really want to make that happen soon, it's just... tough.
 
2+AA dice gives us a 35% chance of finshing the yard, and the median roll is 204/240, just short of completion. I could maybe see clear to doing it, but I'd want to see signs of a bigger groundswell in favor of doing Bogatyr die in Q2 as opposed to Q3. Especially since I really want to experiment with Interdepartmental Favors and I've been told (by @Rakuhn , I think) that this is potentially the best time to try it.
Moving AA from fusion power to carrier shipyards, while moving one shipyard die for Bogatyr would leave the Interdepartmental Favors in.
 
Simple. The minor parties, such as Starbound, have already set their plan goals that they are intending to ask of us during reallocation.

Thanks to the assassinations, the developmentalists and militarists have not solidified their plans yet. The department explicitly calls out that not having it increases the likelihood of getting hit with a sizable penalty during reallocation.

After the developmentalists havesolidified their plans, then completing the arcologies bureau will have a muted effect. As they are unlikely to be desiring to re-negotiate with each other at that point in time.
 
@Ithillid are we going to get a project to refit our existing RZ operations with ion storm collector panels?
Maybe it's gated behind us actually DOING any Red Zone projects that are hooked up with ion power, so we have workable examples in the field of the system being implemented successfully.
It has been implemented on our existing RZ operations it is just that they are rather small operations, so our version is not really that useful on that small scale (plus those operations are not connected to our power grid).
 
For what it's worth, I will very likely not vote for any plan without at least one die on Bogatyr.
Given 1 die can finish the project we should not be putting more since we still can drop a die Q3 to finish and if it finishes with 1 die we can use that 2nd die for more work elsewhere (also why I fiddled things around to add Bogatyr so we don't have to overkill to finish Q3)
 
Brrgen phase 3 should be able to be hit Q3 and Q4 instead a focused Cons Good push this turn to symbolize a shift from being in the regency war to building forwards is what I want to push.
Hm. You're aiming for the symbolism. I get it. Personally I'd rather do a smoother transition instead of whipsawing back and forth, not least because we will be forced to focus heavily on Consumer Goods in light industry after 2062 anyway. But that's me.

Free die on security review and 2 to 3 ranching dome die( 3 if it finishes, 2 if it does not) moves to food storage and should see us through 3 to 4 stages between Q2 and Q3 which when combined with ELF is enough to hit our goal. And by pushing hard on ranching domes this turn it takes the wind out of any sort of protest movement from really gaining steam. E-CRP will not be needed.
Even with ELFS if we have no E-CRP, we'll need four stages of granaries. Which is gonna take more monofocus than this. My prediction is that we're going to be working on the Stored Food target, possibly with overkill, in Q4 if we go with your plan.

Claws can be done Q3/Q4 and as it is only 5R not something we benefit from finishing Q3. Meanwhile Tendrils finishing Q3 gets us an extra 100 to roll over, plus our reallocation is that much higher and the other departments have more resources to use on improving their situation. Also tendrils is going to be more expensive than the other income actions, so even if it finishes Q4 we should have roll over based on average dice costs being lower Q3 and Q4 (this is kind of a peak turn with Anadyr, Portals and NOD Gacha). 7-8 surge also is not rolling over resources into Q3 from Q2 (which if we are doing things right we should be spending less than our income Q3 and Q4 as well so that does build up a stockpile). Also if I did go that route I would go 6 dice as that is the min chance to finish and if it does we end up saving 1-2 dice to progress further elsewhere.
Put this way. Assuming commitment to finish tendrils in 2061...

An eight-die tendril surge now gives us a 75% chance of 200 R income and a 25% chance of 100 R income before end of plan, for 240 R and probably 0 R later. Maybe 30 R.

A six-die tendril shove now gives us a negligible 4% chance of 200 R income and a 96% chance of 100 R income (more realistically, some chance of 0R income if we roll badly in Q3), for 180 R now and probably 60 R later.

A four-die tendril shove gives us probably about a 75-95% chance (we might choose to spend five dice in Q3) of 100 R income, and a slim change of 0 R income, for 120 R now and probably 90-150 R later.

Spending 255+15 R to get (statistically) 175 R of reserve funds sounds better to me than spending 180+60 R to get about 100 R of reserve funds, or spending 210-270 R to get about 85 R of reserve funds. All things considered, if we're gonna push Tendrils and burn through the project by the end of the Plan, we should do it fast, like we did with Phase 1.

Sometimes you have to rip the bandaid off quick.
Plus they can see if we slow roll income projects out to key them for after reallocation and I am not in the mood to play games like that when it hurts GDI by reducing the R that other departments use for their own projects.
I don't think it actually does hurt GDI on net, because GDI needs the shit we do to get funded. They need housing and consumer goods production. They need North Boston or Nuuk to go on expanding starting sooner, not later. They need us not to be sitting around with our thumbs up our asses not being able to find the money to do anything with the Agriculture department until early 2063. They need hospitals funded and the means to deploy the good shit against Nod, especially if we're leading the military to Karachi soon. They need us to be able to afford all those spin-off departments without crippling ourselves down to a budget so small it's in line with what we saw in the First Four-Year Plan.

We did what Parliament told us to, and then we did more. We exceeded our income targets by a wide margin. But if we can't push into the Red Zones again by early 2062, we need the Tendrils Phase 2 money to do our jobs. Because Parliament isn't going to back off of telling us to do things just because we were so nice about getting Tendrils Phase 2 done in time for them to pull off three quarters or so of the money.

I'll think on it but for now agree to disagree?
Oh sure. It won't even stop me from approval-voting you.

Moving AA from fusion power to carrier shipyards, while moving one shipyard die for Bogatyr would leave the Interdepartmental Favors in.
Then we have a 12% chance of being fucked over when the fusion reactors don't finish on time, instead of a 0.6% chance. No thanks.

Or we can take a die off Crystal Laser Deployment, which is already making me nervous with just how much project we have left to do. Tempting- but no thanks. Not unless I see evidence that it's an issue a LOT of people feel strongly about.

Simple. The minor parties, such as Starbound, have already set their plan goals that they are intending to ask of us during reallocation.

Thanks to the assassinations, the developmentalists and militarists have not solidified their plans yet. The department explicitly calls out that not having it increases the likelihood of getting hit with a sizable penalty during reallocation.

After the developmentalists havesolidified their plans, then completing the arcologies bureau will have a muted effect. As they are unlikely to be desiring to re-negotiate with each other at that point in time.
Okay, you've expanded on your reasoning, but I don't think you've clarified why the language in Bureau of Arcologies means "get this done by reallocation," as opposed to "get this done in 2061Q2 in particular." Or what other information tells you the same thing.

Honestly, the way I figure it, the main reason to do Bureau of Arcologies is that it shows Parliament that even if they don't give said bureau even one additional dime, two phases of arcologies get completed for sure during the Plan. More money to that bureau (not to Treasury) will equal more arcologies. That takes pressure off our backs. Good enough for me... but not really dependent on whether we take the action in Q2 or Q4.

It has been implemented on our existing RZ operations it is just that they are rather small operations, so our version is not really that useful on that small scale (plus those operations are not connected to our power grid).
...How are the upcoming phases of Red Zone Containment Lines (+1 Energy per) smaller scale than the existing phases of the Lines, or more connected to our power grid?

I'm not seeing the logic.

For what it's worth, I will very likely not vote for any plan without at least one die on Bogatyr.
That's a data point. I'm just... really anxious about actually getting through all these Military requirements, so I'm very hesitant to do not-strictly-required things.

A few more people saying the same would tip me over, I admit.
 
Four Year Plan Required Dice as of the start of Q2 2061.
Infrastructure Projects
Infrastructure has the second most die efficient way of getting Food Reserve from Emergency Caloric Reclamation Processor Installations. It also contains the alternative for the Processing Goal in the form of Chicago.

Required Projects:
-None

Semi Required Projects:
-Emergency Caloric Reclamation Processor Installations Phase 1-2: 0/160 Progress ~2 dice median
--Requires 15 Political Support
--Provides 10 Food Reserve

Alternative Projects: (Replacing Tiberium Processing Plants)
-Chicago Planned City Phase 4: 3/550 Progress ~6 Dice
--Requires 1 Heavy Industry die
--Requires 4 Energy
--Requires 2 Logistics
--Requires 4 Labor
--Provides 8 Consumer Goods
--Provides 6 Capital Goods
--Provides 280 Processing
--Note: Chicago is less efficient at providing Processing then building more Tiberium Processing Plants, however it does provide many other benefits

Infrastructure Total = 2 (6 with Chicago and No CRP) dice
18 Infrastructure dice for the rest of the Plan, 16 (10 with Chicago and No CRP) dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of the Isolinear Chip Foundry Anadyr and the Industrial Lasers, along with the completion of one phase of Fusion to power the Military Factories.

Required Projects:
-Crystal Beam Industrial Laser Deployment: 53/600 Progress, ~7 dice median
--Provides 10 Energy
--Provides 6 Capital Goods

-Isolinear Chip Foundry Anadyr: 258/320 Progress, ~1 die median
--Requires 2 Energy
--Provides 4 Capital Goods

Semi Required Projects:
-Continuous Cycle Fusion Plant Phase 8: 243/300 Progress, ~1 die median
--Requires 1 Labor
--Provides 16 Energy

Note: Chicago Phase 4 is an alternative for the Progressing Goal and requires 1 Heavy Industry die to activate.

Heavy Industry Total = 9 (10 with Chicago) dice
15 Heavy Industry dice for the rest of the Plan, 6 (5 with Chicago) dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not have anything that is explicitly required by the Plan, however, it does have multiple progress efficient way to provide Consumer Goods.

Required Projects:
-None

Semi Required Projects:
-Chemical Fertilizer Plants Phase 2: 276/300 Progress, ~1 die median
--Requires 1 Energy
--Provides 4 Food
--Provides 4 Consumer Goods

Light and Chemical Industry Total = 1 dice
15 Light and Chemical Industry dice for the rest of the Plant, 14 dice available, 0 free dice required
Agricultural Projects
Agriculture provides the most variety in options to fulfill the 16 point Food Reserve requirement. It also is the most efficient way to provide the ~15 Food needed for the incoming refugees.

Required Projects:
-16 additional points in Food Reserve:
--Extra Large Food Stockpiles: 1 die 100%
---Requires 16 Food
---Provides 8 Food Reserve
---Note: This is a single die, autocomplete project and as such we should use an Administrative Assistance or Erewhon die when we have the spare Food available.

Semi Required Projects:
-Freeze Dried Food Plants: 181/200 Completes Q2 2061 (Increases efficiency Extra Large Food Stockpiles)
--Requires 1 Energy
--Currently Provides 6 Food (Projected given past trends and the completion of Strategic Food Stockpile Construction Phase 2)
--Note: If the Food provided by Freeze Dried Food Plants is the Food freed up by more efficient stockpiling, then it follows that the required Food per Food Reserve changes from 2 Food per Food Reserved to 1.5 Food per Food Reserved. Given the die efficiency of Emergency CRP we do not require additional Food.

Alternative Projects: (No Emergency CRP or CRP)
-Strategic Food Stockpile Construction Phase 3-6: 85/775 Progress ~9 dice median
--Requires 16 Food
--Provides 8 Food Reserve
--Assumes the pattern of increasing Progress costs continues for Phases 5 and 6
-Agriculture Mechanization Projects Phase 2: 26/250 Progress ~3 dice median
--Requires 1 Energy
--Requires 1 Capital Goods

Agricultural Total = 0 (12 with No CRP)
12 Agricultural Dice for the rest of the Plan, 12 (0 with No CRP) dice available, no free dice required, 1 AA/E Die used.
Tiberium Projects
Tiberium is the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing Phase 4 of the Chicago Planned City. However, it is 2.5 times as much progress as the Tiberium Processing Plants. Still, because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-None

Semi Required Projects:
-Processing: 280 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 2 (0 with Chicago)
21 Tiberium Dice for the rest of the Plan, 19 (21 with Chicago) dice available, no free dice required.
Orbital Projects
Orbital requires the completion of Enterprise and one more Lunar Mine.

-Complete GDSS Enterprise: 348/1535 Progress ~15 dice median
--Provides 2 Capital Goods
--Provides 2 Consumer Goods

-Complete one more phase of Space Mines:
--1 Rare Metals Mines: 11/135 Progress ~2 dice median
---Provides +5 RpT

Semi Required Projects:
-None

Orbital Total = 17
18 Orbital Dice for the rest of the Plan, 1 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects along with a few more extensive projects such as OSRCT and the Escort Carriers.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-General Military Total = 2 dice

Space Force
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces
-Complete one more phase of URLS production: 0/200 Progress ~3 dice median
--Requires 2 Energy
-Ground Forces Total = 3 dice

Navy
-Escort Carrier Shipyards (New York): 0/240 ~3 dice median
--Requires 5 Energy
--Requires 2 Capital Goods
-Navy Total = 3 dice

Steel Talons
-Deploy Mastodon: 113/225 Progress ~2 dice
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 STU
--Requires 1 Labor
-Steel Talons Total = 2 dice

Alternative Projects: (To head off future issues)
-Zone Defender Revision: 0/40 1 die 100%
--Note: Zone Defenders will reduce the cost for future Zone Armor factories, which are needed for ZOCOM's ability to support our income efforts.

-Ground Forces Zone Armor (Set 1) (New York): 0/200 ~3 dice median
--Requires 4 Energy
--Requires 1 Capital Goods
--Requires 2 Labor
--Note: Zone Armor is going to be a significant part of the coming plan, additionally the factories are needed to free up ZOCOM's forces.

-Shark Class Frigate Shipyards (Seattle): 0/300 ~4 dice median
--Requires 6 Energy
--Requires 2 Capital Goods
--Note: Seattle is considered by many to be an unofficial Plan Goal due to its necessity in securing our trade lanes.

Military Total = 17 (25 with General Build Up) dice
24 Military dice for the rest of the Plan, 7 (0 with General Build Up) dice available, 0 (1 with General Build Up) free dice required.
Economic Targets/Factors
-Energy: 5 current, 4 in reserve
--2 Required by Anadyr
--1 Required by Chemical Fertilizer Plants
--1 Required by Freeze Dried Food Plants
--4 Required by Tiberium Processing Plants/Chicago, same cost for both
--2 Required by URLS
--5 Required by Escort Carrier Shipyards (New York)
--3 Required by Mastodon Deployment
--10 Provided by Crystal Beam Industrial Lasers Deployment
--16 Provided by Continuous Cycle Fusion Plants
--Net: 13 Energy
--6 Required by Shark Class Frigate Shipyards (Seattle)
--1 Required by Agricultural Mechanization
--4 Required by Ground Forces Zone Armor (Set 1) (New York)
--Net Alternative: 2 Energy

-Logistics:‌ 24
--3 Required by Tiberium Processing Plants
--Net: 21 Logistics
--2 Required by Chicago
--Net Alternative: 22 Logistics
--Note this is assumes the losses to raiding and military activity are permanent

-Food:‌ 26
--15 Required by Refugees (Assumes 0.5 Food per Housing worth of Refugees and current Refugee influx remains constant)
--12 Required by Extra Large Food Stockpiles
---Note: With Freeze Dried Food Plants
--4 Provided by Chemical Fertilizer Plants
--6 Provided by Freeze Dried Food Plants
--Net: 9 Food
--12 Required by Strategic Stockpile Construction
--12 Provided by Agricultural Mechanization Projects
---Note: With Freeze Dried Food Plants
--Net Alternative: 8 Food

-Food Reserve: 12 in reserve, must produce 16 for plan
--10 Produced by Emergency Caloric Reclamation Processor Installation
--8 Produced by Extra Large Food Stockpiles
--Total Produced: 18
--Net: 30 Food Reserve
--8 Produced by Strategic Stockpile Construction
--Total Alternative Produced: 16
--Net Alternative: 28

-Capital Goods: 13, 114 in Reserve
--2 Required by Escort Carrier Shipyards (New York)
--1 Required by Mastodon Deployment
--4 Provided by Anadyr
--6 Provided by Crystal Beam Industrial Laser Deployment
--2 Provided by Enterprise
--Net: 22 Capital Goods
--2 Required by Frigate Shipyards (Seattle)
--1 Required by Agricultural Mechanization
--1 Required by Ground Forces Zone Armor (Set 1) (New York)
--6 Provided by Chicago
--Net Alternative: 24 Capital Goods

-Consumer Goods: 68 current, must produce 6 for plan
--4 Provided by Chemical Fertilizer Plants
--2 Provided by Enterprise
--Total Produced: 6
--Net: 74 Consumer Goods
--10 Provided by Chicago
--Net Alternative: 84 Consumer Goods

-Labor: 46, +4 per turn
--Unknown when Labor gains from prosthetics will expire (Currently +4 per turn)
--1 Required by Continuous Cycle Fusion Plants
--1 Required by Mastodon Deployment
--Net: 48+ Labor
--4 Required by Chicago
--2 Required by Ground Forces Zone Armor (Set 1) (New York)
--Net Alternative: 44+ Labor

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 18 Total, 2 (6 with Chicago and No CRP) Required, 16 (12 with Chicago and No CRP) Available
Heavy Industry: 15 Total, 9 (10 with Chicago) Required, 6 (5 with Chicago) Available
Light and Chemical Industry: 15 Total, 1 Required, 14 Available
Agriculture: 12 Total, 0 (12 with No CRP) Required, 12 (0 with No CRP) Available (1 AA/E die used), no Free Die Required
Tiberium: 21 Total, 2 (0 with Chicago) Required, 19 (21 with Chicago) Available
Orbital: 18 Total, 17 Required, 1 Available
Services: 15 Total, 0 Required, 15 Available
Military: 24 Total, 17 (25 with General Build Up) Required, 7 (0 with Seattle) Available, 0 (1 with General Build Up) Free Die Required
Free: 21 Total, 0 (1 with Alternatives) Required, 21 (20 with Alternatives) Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.
-Alternatives are projects that we are considering because they are Unofficial Plan Goals due to their utility, the die cheapest route has consequences we find undesirable, or they have additional benefits and synergies.

Any questions/comments are welcome.
 
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Slightly problematic, because dice penalties and bonuses can vary unpredictably. Also, rolling extra dice in a turn costs effectively zero additional time; what costs time is writing blurbs and description. Stuff ticking over in the background doesn't need any of that unless the QM gets a brainwave and feels like doing it.
Eh, thats fair. But I do talk about how that could let the QM effectively create a quick rough draft in advance. Now I am not a writer, and the only thing I really write are essays and plan goals / ideas for more free form quests so I could see how a pre made rough draft might not help much for when the proper turn comes but I do think it'll help a bit. Of course, that assumes a blurb will be written in the first place, which I am not sure if it will or not.
 
Even with ELFS if we have no E-CRP, we'll need four stages of granaries. Which is gonna take more monofocus than this. My prediction is that we're going to be working on the Stored Food target, possibly with overkill, in Q4 if we go with your plan.
I made a change to get another free die onto the granaries so that moves it from 1 with a small chance of a 2nd to 1 with a 50% to finish the 2nd. So with 3 dice and an admin die on food storage we are sitting pretty to finish Q3 as ranching domes would not need 3 dice (0-1 die is what I anticipate) and the security review die can be moved as well (though 6-7 dice might be more than we need unless rolls are poor)

I don't think it actually does hurt GDI on net, because GDI needs the shit we do to get funded. They need housing and consumer goods production. They need North Boston or Nuuk to go on expanding starting sooner, not later. They need us not to be sitting around with our thumbs up our asses not being able to find the money to do anything with the Agriculture department until early 2063. They need hospitals funded and the means to deploy the good shit against Nod, especially if we're leading the military to Karachi soon. They need us to be able to afford all those spin-off departments without crippling ourselves down to a budget so small it's in line with what we saw in the First Four-Year Plan.

We did what Parliament told us to, and then we did more. We exceeded our income targets by a wide margin. But if we can't push into the Red Zones again by early 2062, we need the Tendrils Phase 2 money to do our jobs. Because Parliament isn't going to back off of telling us to do things just because we were so nice about getting Tendrils Phase 2 done in time for them to pull off three quarters or so of the money.
If we are running idle dice yeah I can see that, but for the coming reallocation if we are doing things right with rolling resources over I don't think we have to run idle dice Q1 for the first time. Probably have to go on the cheaper projects in most categories but those are still projects that have value in finishing. And more R to the mil so they can improve recruitment and deployment in the run up to Karachi is useful. More R to cover the continued refugee influx for our Services department (and not the Treasury category) is useful.


Put this way. Assuming commitment to finish tendrils in 2061...

An eight-die tendril surge now gives us a 75% chance of 200 R income and a 25% chance of 100 R income before end of plan, for 240 R and probably 0 R later. Maybe 30 R.

A six-die tendril shove now gives us a negligible 4% chance of 200 R income and a 96% chance of 100 R income (more realistically, some chance of 0R income if we roll badly in Q3), for 180 R now and probably 60 R later.

A four-die tendril shove gives us probably about a 75-95% chance (we might choose to spend five dice in Q3) of 100 R income, and a slim change of 0 R income, for 120 R now and probably 90-150 R later.

Spending 255+15 R to get (statistically) 175 R of reserve funds sounds better to me than spending 180+60 R to get about 100 R of reserve funds, or spending 210-270 R to get about 85 R of reserve funds. All things considered, if we're gonna push Tendrils and burn through the project by the end of the Plan, we should do it fast, like we did with Phase 1.

Sometimes you have to rip the bandaid off quick.
It is not 0R later. Reallocation means we pick a percent based on what we are willing to spend generally in the 25-30% so for tendrils we get 25 to 30R per turn for the rest of the quest based on what percent we pick each plan. Tendrils also means our other harvest actions are more effective and combined with claws will really boost vein mines so even if we cant push RZ Q1 of next plan we can push Vein mines for a lot of R recovery.

Edit- for Income recovery consider a 4 vein mine Q1- 10 dice (so 7 tib +3 free) for 200R provides 4 *(20 to 30 + claws (probably 5) and tendrils (probably another 5)). Which comes to 120 to 160 income regained. And if we roll out 1 or 2 YZ Marvs we can get some income from mil and probably push for another mine or two for some orbital income. Which means Q2 we can avoid going all cheap projects.
 
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[X] Plan Steak and Tendrils
-[X] Infrastructure 6/6 dice 85R
--[X] Blue Zone Apartment Complexes (Phase 6+7) (Updated) 0/320 4 dice 40R 71% (99% Phase 6)
--[X] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
--[X] Bureau of Arcologies (Updated) 1 Infra die -15R auto
-[X] Heavy Industry 5/5 +2 Free dice 170R
--[X] Continuous Cycle Fusion Plants (Phase 8) 243/300 2 dice 40R 100%
--[X] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R (4/7 median)
--[X] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
-[X] Light and Chemical Industry 5/5 dice 60R
--[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--[X] Civilian Drone Factories 104/380 3 dice 30R 24%
--[X] Department of Consumer Industrial Development (New) 1 L&CL die -15R auto
-[X] Agriculture 4/4 +2 Free dice 90R
--[X] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18% (Phase 4 100%)
--[X] Ranching Domes 0/250 3 dice 60R 42%
--[X] Strategic Food Stockpile Construction (Phase 3) (Updated) 85/175 1 die 10R 50%
--[X] Extra Large Food Stockpiles 1 Erewhon die auto
-[X] Tiberium 7/7 +1 Free dice 240R
--[X] Harvesting Tendril Deployment (Phase 2) (Updated) 74/750 8 dice 240R 75%
-[X] Orbital 6/6 + 2 Free dice 160R
--[X] GDSS Enterprise (Phase 5) 348/1535 7 dice 140R (7/14.5 dice median)
--[X] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
-[X] Services 5/5 dice 180R
--[X] Professional Sports Programs 102/250 2 dice 20R 70%
--[X] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
--[X] NOD Research Initiatives 0/200 2 dice 60R 32%
-[X] Military 8/8 dice 145R
--[X] Zone Defender Revision 0/40 1 die 15R 100%
--[X] Bogatyr Research Projects (Updated) 0/110 1 die 30R 37%
--[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
--[X] Escort Carrier Shipyards (Newark) 0/240 3 dice 60R 54%
--[X] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
-[X] Bureaucracy 4/4 dice
--[X] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 4 dice 98%

1130R/1130R 7/7 Free Dice 1/1 Erewhon Die

I banged out a plan with a bunch of stuff I liked plus working on plan requirements:
  • Finishes Fortresses, Shuttles, and starts up the Bureau of Arcologies.
  • More power, get plan required projects closer to being finished.
  • Fertilizers for +Food, do drones and wood Department of +1 Consoom per turn to feed our gaping maw of Consoom demand.
  • Ranching domes for Steak, BZ Aquaponics for +Food to fill our Stockpiles, and do XL Stockpiles this turn because we can easily afford it. (See: Food calculations spoiler.)
  • Tendrils because I want that big pile of RpT and the universal increase in income efficiency.
  • A couple extra dice into Enterprise to get us nearly halfway there.
  • Portals! Nod research! And Sports for that +PS we'll need at the end of the year.
  • Zone Defender to prep for GF Zone Armor, Bogotar for more research, and a bunch of Plan Goals.
  • Civil Satisfaction Surveys to get a grasp of all our new immigrants and better figure what's actually going on at a ground level.
Freeze Dried Food Plants finishes automatically, and increases our Food Reserve efficiency from -2 Food for +1 Reserve to -1.5 Food for +1 Reserve. (Or -3 Food for +2 Reserve.) Therefore:

Chemical Fertilizer Plants (Phase 2) +4 Food 100%
Freeze Dried Food Plants +6 Food 100%
Blue Zone Aquaponics Bays (Phase 4) +6 Food 100%, (Phase 4+5) +6 Food 12%
Ranching Domes -4 Food +Steaks 42%
Strategic Food Stockpile Construction (Phase 3) -3 Food +2 Reserve 50%
Extra Large Food Stockpiles -12 Food +8 Reserve 100%

Food worst case: Start +2v6 Food, +4 Fertilizer, +6 Freezers, +6 BZ Aquaponics -4 Ranching Domes 42%, -3 Strategic Stockpiles 50%, -12 XL Stockpiles.
Worst case total: +23 Food. (Maximum +36 Food. Everything finishes +29 Food.)

So we'll have plenty of Food even if we spend as much as possible this turn. (Including Food for next turn's Stockpile building.)

I haven't made a plan entirely of my own in a while, but this turn I really really wanted Steaks, and I really really wanted Tendrils, so I made a plan that does both! :D

Edit: Changed a few things due to suggestions. Moved a die form Lasers to Tendrils for a much better chance of completing the project this turn, and switched from Wood research to the Department thingy for the constant +Consoom income/narrative.
 
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Ready Steady Vote

[X] Plan Hello Civilian Are You Having A Satisfactory Day?
-[X]Infrastructure 6/6 85R
-[X] Blue Zone Apartment Complexes (Phase 6) 4 dice 40R 100%
(Phase 7 71%
(Progress 0/160: 10 resources per die) (-2 Logistics, +6 Housing)
-[X] Suborbital Shuttle Service (Phase 1) 1 die 30R 100%
(Progress 156/200: 30 resources per die) (+3 Logistics)
-[X] Bureau of Arcologies 1 die 15R autocomplete
(-1 Infrastructure die, -2 to Infrastructure dice, -15 RpT) (+1 Housing per turn, +1 Consumer Goods per turn) (-50 progress needed on Arcologies)
-[X]Heavy Industry 5/5 170R
-[X] Continuous Cycle Fusion Plants (Phase 8 ) 2 dice 40R 100%
(Progress 243/300: 20 resources per Die) (+16 Energy) (-1 Labor)
-[X] Crystal Beam Industrial Laser Deployment 3 dice + 1 free die 80R 0%
(Progress 51/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[X] Isolinear Chip Foundry Anadyr 1 free die 50R 83%
(Progress 258/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
-[X]Light and Chemical Industry 5/5 95R
-[X] Chemical Fertilizer Plants (Phase 2) 1 die 15R 100%
(Progress 276/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)
-[X] Bergen Superconductor Foundry (Phase 3) 2 dice 60R 0%
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[X] Civilian Drone Factories 2 dice 20R 0%
(Progress 104/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[X]Agriculture 4/4 85R
-[X] Agriculture Mechanization Projects (Phase 2) 3 dice 45R 61%
(Progress 25/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)
-[X] Vertical Farming Projects (Stage 2) 1 die + 1 free die 30R 40%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[X] Strategic Food Stockpile Construction (Phase 3) 1 free die 10R 50%
(Progress 85/175: 10 resources per die) (+2 Food in Reserve, -4 Food)
-[X] Extra Large Food Stockpiles 1 Erewhon die auto
(+8 Food in reserve, -16 Food)
-[X]Tiberium 7/7 185R
-[X] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[X] Tiberium Processing Plants (Stage 2) 2 dice 60R 63%
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
-[X] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[X] Harvesting Tendril Deployment (Phase 2) 3 dice 90R 0%
(Progress 74/750: 30 resources per die) (+100 Resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)
-[X]Orbital 6/6 140R
-[X] GDSS Enterprise (Phase 5) 6 dice 120R 0%
(Progress 348/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[X] Lunar Rare Metals Harvesting (Phase 2) 1 free die 20R 28%
(Progress 11/125: 20 resources per die) (+5 Resources per turn)
-[X]Services 5/5 180R
-[X] Professional Sports Programs 2 dice 20R 70%
(Progress 102/250: 10 resources per die) (+2 Consumer Goods, -1 Health, -1 Labor) (+10 Political Support)
-[X] Pinhole Portal Early Primitive Prototype Construction (Tech) 1 die 100R 24%
(Progress 56/180: 100 resources per die)
-[X] NOD Research Initiatives 2 dice 60R 32%
(Progress 0/200: 30 resources per die) (1d10-1 technologies)
-[X]Military 8/8 180R
-[X] Universal Rocket Launch System Deployment (Phase 3) 3 dice 30R 81%
(Progress 0/200: 15 resources per die) (-2 Energy)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 4 dice 80R 81%
(Progress 5/295: 20 resources per die)
-[X] Bogatyr Research Projects 1 die 30R 32%
(Progress 0/120: 30 resources per die) (Expires Q1 2062)
-[X] Escort Carrier Shipyards
--[X] Newark 1 free die 20R 0%
(Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[X] Mastodon Heavy Assault Walker Deployment 1 free die 10R 30%
(Progress 113/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
-[X]Bureaucracy 4/4
-[X] Conduct Civil Satisfaction Surveys 4 dice 98%
(DC 90/120/150/180)
-[X]Free Dice 7/7
-[X] 2 in Heavy Industry
-[X] 2 in Agriculture
-[X] 1 in Orbital
-[X] 2 in Military
-[X]Resources Income 1120/1130 Reserve 0/0

EDIT:
[X] Plan Attempting To Be Done By October
[X] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
 
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1130 Income
1115 Used, 15 Open

[X] Plan Steak Domes and Goals
Infra 6/6 95R +34
-[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[X] Blue Zone Apartment Complexes (Phase 6+7) 0/320 3 dice 30R 16% (99% for phase 6)
-[X] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[X] Bureau of Arcologies (Updated) 1 die 15R
HI 5/5 +1 free +1 Erewhon 170R +29
-[X] Continuous Cycle Fusion Plants (Phase 8) (Updated) 243/300 1 die + Erewhon 40R 99%
-[X] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R 0%
-[X] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
LCI 5/5 60R +24
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[X] Civilian Drone Factories 104/380 2 dice 20R 0%
-[X] Artificial Wood Development 0/60 1 die 10R 85%
-[X] Department of Consumer Industrial Development (New) 1 die 15R
Agri 4/4 +4 Free+1 AA 100R +24
-[X] Security Review 1 die
-[X] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[X] Ranching Domes 0/250 3 dice 60R 42%
-[X] Strategic Food Stockpile Construction (Phase 3+4) 85/375 3 dice+AA 40R 50% (100% for 3)
Tiberium 7/7 180R +39
-[X] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[X] Harvesting Tendril Deployment (Phase 2) 74/750 4 dice 120R 0%
-[X] Improved Hewlett Gardener Process Development (New) 0/160 2 dice 40R 85%
Orbital 6/6 +2 free 160R +26
-[X] GDSS Enterprise (Phase 5) 348/1535 7 dice 140R 0%
-[X] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
Services 5/5 180R +27
-[X] Professional Sports Programs 102/250 2 dice 20R 70%
-[X] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[X] NOD Research Initiatives 0/200 2 dice 60R 32%
Military 8/8 160R +26
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[X] Bogatyr Research Projects (Updated) 0/110 1 die 30R 37%
-[X] Escort Carrier Shipyards (Newark) 0/240 2 dice 40R 4%
-[X] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
Bureau 4/4 +19
-[X] Security Review (Agriculture) 2 dice + 1 Agri 100%
-[X] Administrative Assistance (Strategic Food Stockpile Construction) 2 dice
Free 7/7
1 HI, 4 Agri 2 Orb

Right spinning off two dice this turn. One into arcologies so we can make some decent progress with the department before reallocation and one into LCI consumer goods. This also increases consumer good output by 3 a turn between the two and help cover some of the needs. At the same time I am starting up the ranching dome with a solid chance to finish it this turn and if not it will finish next turn. Otherwise a focus on getting the plan goals done ideally between Q2 and Q3 so that Q4 we can see how many dice we need to finish any plan goals and the rest can go where we want.

Energy: +5 Starting +16 Fusion 8 (99%) -2 Isolinear (83%), -1 Fert Factory (100%), -1 Freeze Dried Plant, -2 Ranching Dome (42%), -2 URLS (23%), -5 Escort Carrier (4%), -3 Mastodon (30%)
max consumption: -16
max additions: +16

Plan Goals
Looking to Finish:
Complete Isolinear Chip Foundry Anadyr- 83%
Consumer Goods: 6 Points - 4 points this turn, 42% for +8, 70% for +2

Making Progress:
Complete at least one phase of Space Mines- 38%
Complete GDSS Enterprise- in progress (7 dice)
Food: 16 points in reserve -2+ 50% for another 2
Processing: 280 points 50 this turn
Complete OSRCT Phase 4- 81% for phase 3
Complete last remaining Escort Carrier Shipyards- 4%
Deploy Mastodon- 30%
Deploy Crystal Beam Industrial Laser- in progress (4 dice)

Future Turns:
Complete at least one more phase of URLS production-Q3
ASAT Phase 4- Q3
Complete Karachi Planned City by end of Q4 2065 - next plan
 
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Long Term Systematic Planning Organization (New)
While GDI has operated for the last decade on an emergency wartime basis, systematically organizing around a longer term planning basis is likely to save significant resources in the long run, as dedicated teams working on projects long term are noticeably more efficient, and are typically putting less strain on the system than various attempts at shock effort.
(-2 Free Dice) (-20 Capital Goods) (Significantly reorganizes project management) (+10 Dice Capacity)
Why does this cost 20 capital goods per turn? That is more than any other project I can think of. I could see a large initial cost, or for a few turns, but for the rest of the game?
 
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