Tiberium (+39) 7/7 Dice 160 R
-[X] Tiberium Harvesting Claw Deployment 0/380 (2 Dice, 30 R) (2/4.5 median)
-[X] RZ-7 Tiberium Inhibitor (North America) 0/120 (1 Die, 30 R) (35% chance)
-[X] Harvesting Tendril Deployment (Phase 2) 74/750 (2 Dice, 30 R) (2/7.5 median)
-[X] Improved Hewlett Gardener Process Development 0/160 (2 Dice, 40 R) (85% chance)
This costs 60R, not 30R. The rest of your numbers all look ok, with your plan spending a total of 1,110R/1,130R.

@Crazycryodude and @Simon_Jester: For both of your plans, would you consider switching from 3 dice on Agriculture Mechanization to 3 dice on BZ Aquaponics Bays? With dice tight for Agriculture, Aquaponics is more likely to finish two phases for +12 Food at 74% instead of 61% for Mechanization, in addition to being 15R cheaper. It's also viable to switch to doing two dice on Aquaponics like I do in my plan, which gets +6 Food upfront and has a decent 18% chance to finish the second phase. This would free up a Free Die for use on another Agriculture project or elsewhere.

Also, Simon, in your plan you don't activate all your Bureaucracy dice. With you having 20R not spent, (or more from Aquaponics,) you could switch the die on Interdepartmental Favors to instead actiavte an AA die on a Plan goal, like Enterprise. Or you could put the 4th Bureaucracy die on Make Political Promises. It's very likely we'll be able to pick up more +PS from that action for reallocation one way or another. Not all of our departments are constrained by Plan Goals, and a political promise do to something in L&CL or Services would be fairly easy to accomplish.
 
With no one besides Simon giving more support to the proposed changes, and also no one objecting either, I've decided to just go ahead and implement @Simon_Jester and @Crazycryodude's suggestions into my plan. Those changes being moving a die form Lasers to Tendrils for a much better chance of completing the project this turn, and switching a die Wood research to the Department of Consumer Industrial Development for the constant +Consoom income/narrative. (Unfortunately, this also meant switching a die from YZ Fortresses to BZ Apartments.) Here's the updated plan:
While I am still seriously concerned about Steak and Tendrils for reasons already discussed (here spoilered)...

Mainly, I fear that it will leave us without enough Military dice to complete our required targets and also do a significant Zone Armor rollout by year's end, alongside of pushing completion of the Stored Food target forward into the future if we can't get E-CRP done in Q3

...I do appreciate this change on the grounds that it reduces the risk of us getting caught with "second prize" for our decision to surge Tendrils Phase 2. Your modification, statistically speaking, is equivalent to tacking on an extra +40 R to our cash reserves, or rather a roughly 40% extra chance of gaining an extra +100 R. Thank you.

Or we could just promise them to give them all the grants , cap goods and loans they need to get the private co-op sector going full throttle so long as they give us the funds to do so (40% or higher) , they give us what we want and we give them what they want , plus it will be a net positive on the action economy as stuff like ranching domes and civilian cars along with other things of that nature get done be themselves leaving us free to focus on big picture things without anyone bothering us about inane shit like quality of life since that is being taken care off by all those co-ops
I don't particularly like the tone. "Bothering us about inane shit like quality of life" is objectionable, and the more people talk like this, the more people who actually care about such things will decide that any attempt to keep the Treasury budget up is just cruel detached technocrats being cruel detached technocrats.

That isn't me.

With that being said, I would be very happy to promise a massive income surge and plenty of grants if we could make the kind of deal you discuss.

Parliament doesn't take half our money and gives it to the rest of GDI. Parliament looks at GDI's revenues and distributes the budget according to what Parliament thinks is most optimal.
I say tomato, you say tomah-to.

When I say "half our money," I mean "half the budget of the Treasury." The possessive adjective is consistent with a very common tendency in this thread to use we/ours pronouns when talking about the Treasury, as distinct from using it/its or no pronouns whatsoever. And reapportionment this time around will, realistically, cut Treasury's budget roughly in half, while increasing other government departments' budget by an average of about 1.5x.

Maybe having the potential for an income surge in 2062Q1 will result in Parliament taking more money. Historically, our experience has been that Parliament always expects an income surge because the sheer amount of money they take anyway would otherwise be enough to immobilize the Treasury anyway. By this point, the relationships and patterns are fairly well established, and I don't think the exact details of how we handle the bookkeeping are going to be our main problem. This is especially true if (as is fairly likely) we wind up committing to a certain scale of grant and spinoff projects anyway.

I see there's been a delivery of straw.

Okay, first, what would've happened following the resolution of the immediate economic emergency issues is that the Treasury's singular control of all projects would've been broken. Whether or not GDI would've stuck with a semi-planned economy I'm not sure, but it's quite possible. It'd just not have been the various (sub) departments of GDI's government not under Treasury control who would've taken over organizing the projects, rather than the Treasury. So it'd have been the Agricultural Department designing, siting, building and operating new farms on their own, rather than needing to ask the Treasury to plonk a few down, it'd have been Services figuring out what housing to build where, and what hospitals, clinics and medical advancements to push forwards. It'd have been Infrastructure that looked at the energy demands and put together the power plants and relays to fill demand, expanded the rail networks, improved harbour infrastructure and so on.
One of the core premises of the quest is that all these departments exist and are part of the Treasury.

GDI's Treasury Department is not like the treasury of a typical developed nation, because of the way that GDI historically evolved in-quest from being "NATO on steroids" to "wait are we literally the world government now?" TWI GDI had a treasury but no Department of Agriculture or Bureau of Housing and Urban Development or anything like that because theoretically, all those functions were the responsibility of the (now-defunct) national governments.

As those functions became vitally necessary for human survival in the face of a tiberium apocalypse, GDI created sub-departments to handle them... and, seemingly, built them within the Treasury, the only institution that really had the capacity to administer economic programs. So for reasons of historical coincidence, GDI's Treasury became much more than 'just' a treasury long before we came on the scene in-quest.

Pre-TWIII, GDI had a (neoliberal) government in which private corporations controlled much of the actual infrastructure and in effect set a lot of policy. That system is dead and cannot simply be restored, not least because of our own anticapitalist actions in the earlier phase of the quest. There is no "realistically Parliament would have separated everything out from Treasury," because Parliament finds itself in a situation where the department formally known as "the Treasury" is in fact "the Ministry of Economic Planning and Infrastructure Development." They could fragment it, but they'd just end up with half a dozen ministers doing Seo's current job and it's not clear whether they would consider this an improvement.

Second, it's not as the Treasury wouldn't have been busy hauling in an ever greater bounty of tiberium and processing it. The rest of GDI would look at the Treasury and keep yelling 'give us more money', because for the past decade GDI's budget and GDP has been kind of limited in comparison to the pre-TW3 economy. And us consistently growing the GDI population at a rate we cannot quite match with income does not help in that regard. There is a definite standard of living crisis ongoing right now, because GDI literally can't afford to invest as much in the current population per capita as it could previously.
It depends on whether you benchmark to 2059 or 2057.

From 2060Q1 to 2061Q4, you're looking at a +20% or +30% increase in GDI population, and yes, that hasn't come with a corresponding income boom. Income has only gone up by something like 15% or 20%.

From 2058Q1 to 2061Q4, though, GDI's economy has grown much faster than population, because you're looking at the same 20-30% increase in population, but more like a 50% increase in GDI's income.

Look, I'm not saying 'we should not have the power and influence we do', even though I believe that realistically that taking as many tasks out of the hands of the Treasury as possible is exactly what would've happened in real life, I have been saying 'we should be pushing towards funding the rest of GDI, and not just try to viciously defend our budget with whatever trick we can imagine'. The Treasury itself is not the GDI government. It's the money man making sure the rest of GDI has the money to do what it needs to do.
It's the money man making sure all of GDI, including itself has the money to do what it needs to do.

If we can't farm off some of those -RpT budgetary commitments (and I have no idea if we can or can't), and if we can't be confident of getting 30% of GDP as a starting budget (and I don't know if we can no matter what we do)... Well, we're going to be left sitting on our hands with a lot of fallow dice for a turn or two unless something clever and fortunate happens.

Or we could build a couple of ZA factories, or make sure we have a large supply of CapGoods, and use those to do RZ Border Offensives, Tib Harvesting or BZ Vein Mining, which should on average get us 45, 60 and 75 RpT respectively on the seven dice we currently have. (RZ Border Offensives is inefficient because the average result using all current Tib Dice is 623, which is 2.5 phases of Border Offensives, if it was 3 phases it'd do 66.5 RpT), and if we do RZ Tib Harvesting we can expect 4 phases of Glacier Mining to be available and expect to complete 3 in a single turn with 7 dice, on average, providing 150 RpT.

Hell, if you really want us to get ready for a massive surge in tiberium based income, our best bet is to pound out ZA factories right now, so we can do RZ Harvesting or Border Offensives right now, and do either Glaciers or Super Glaciers in Q1 2062.
We don't have the Military dice to do Zone Armor production on the necessary scale fast enough to have ZOCOM ready to go at this point. Finishing the factories will take 1-2 turns each depending on dice luck and an average of three dice per factory (two if lucky, four if unlucky). We have 17 dice left of Military requirements and even that is leaving it as a coin toss whether some of them actually finish in Q4. We can't afford a meme plan that ignores our Plan requirements entirely, and anything less is probably only going to give us maybe one factory, at most two, starting in Q3 or Q4 depending on how dice play out. Ground Force units will take time to equip and train with the products of those factories. Reading between the lines of what we've already been told, it's going to take at least 3-4 turns from the time we start actually building factories to the time ZOCOM feels ready for that big push.

Given the surge of people advocating for both rapid completion of Tendrils Phase 2 and not spending Free dice on the military for quality of life reasons and not doing any Red Zone operations of any kind until we know ZOCOM is comfortable with a large-scale expansion, we're kind of in the soup here.

There's been a lot of rise in demand for things that kind of contradict each other. Ranching domes now, no more Military Free dice now, get Zone Armor rolled out now, avoid doing Red Zone stuff until after we have Zone Armor rolled out and ZOCOM ready to go, but no more Military Free dice effective today, succeed in completing the Plan targets so we don't take a kicking during reapportionment, but be ready to actually do stuff in 2062 so we don't skip Agriculture day for like a year straight again, but don't position ourselves to have any quick and easy ways to replenish the budget in 2062.

It's too many conflicting requirements. Something's gotta give.

This costs 60R, not 30R. The rest of your numbers all look ok, with your plan spending a total of 1,110R/1,130R.
Yes. I tallied the TOTAL for Tiberium correctly, but forgot to update something. Thank you.

@Crazycryodude and @Simon_Jester: For both of your plans, would you consider switching from 3 dice on Agriculture Mechanization to 3 dice on BZ Aquaponics Bays? With dice tight for Agriculture, Aquaponics is more likely to finish two phases for +12 Food at 74% instead of 61% for Mechanization, in addition to being 15R cheaper. It's also viable to switch to doing two dice on Aquaponics like I do in my plan, which gets +6 Food upfront and has a decent 18% chance to finish the second phase. This would free up a Free Die for use on another Agriculture project or elsewhere.
I would personally prefer to finish Mechanization. The advantages of the aquaponics move (assured of getting half the food, slightly higher chance of getting all the food) do not in my opinion offset the disadvantages (I suspect mechanization is slightly better at benefiting production of higher-quality food, whereas aquaponics will tend towards more bulk calories, and mechanization is an unfinished project that is otherwise likely to be left hanging until 2063 or later).

Also, Simon, in your plan you don't activate all your Bureaucracy dice. With you having 20R not spent, (or more from Aquaponics,) you could switch the die on Interdepartmental Favors to instead actiavte an AA die on a Plan goal, like Enterprise. Or you could put the 4th Bureaucracy die on Make Political Promises. It's very likely we'll be able to pick up more +PS from that action for reallocation one way or another. Not all of our departments are constrained by Plan Goals, and a political promise do to something in L&CL or Services would be fairly easy to accomplish.
I am aware of the situation and it has been discussed. However, even in Light Industry we're actually running short on dice (five for Bergen, 3-4 for drones, and a LOT else we could do), and even in Services we have very attractive options (like building a bunch of hospitals and working on robot eyes).

I deem it unlikely that we can get good results from Make Political Promises right now because we're about to go into reapportionment when we're on the table to make a lot of promises anyway under conditions where the parties have more leverage. Promises works better after reapportionment but well before elections, I think, if I understand correctly.

Likewise, I am aware of the potential for AA dice use, but sincerely am more interested in doing Favors with one die than an AA die with two. I think we may get a more impactful long-term result from that, because picking up +5 or +10 PS or a "let's take that -RpT drain off your hands at reapportionment, Treasury" benefit could do a lot more for us than we'd get from rolling a single die.
 
[x] Plan Attempting To Be Done By October
[x] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
 
Mechanization may have knock-on effects on future agriculture projects.

Aquaculture is already at the point where more if it (not including refugees) won't change our citizens' diets. Mechanization, chemical fertilizers, and vertical farms feel like the way to go for the forseeable future. At least until they want aquaculture food more than vertical farm food.
 
Aren't our vertical farms still using aquaponics and hydroponics, by the way?

I think the difference is just that the vertical farms are more focused on producing yummy stuff (hence they produce Consumer Goods) whereas the big aquaponics bays are focused on bulk calorie production (hence pure Food output).

With that said, I concur with Rakuhn's actual point here. Mechanization is likely to have impact on all forms of food production, including specialist production of yummies, because it represents transformation of all our agriculture and not just specific new buildings just like existing buildings being built in more places.
 
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I don't particularly like the tone. "Bothering us about inane shit like quality of life" is objectionable, and the more people talk like this, the more people who actually care about such things will decide that any attempt to keep the Treasury budget up is just cruel detached technocrats being cruel detached technocrats.
I was saying it ironically with lots sarcasm , though their is a shred of truth there as well as the thread's response to people asking for X is them usually going they can settle for Y until an undefined latter , so giving the people the ability to get X through their own private means without involving us seems like the best solution for everyone involved
 
One of the core premises of the quest is that all these departments exist and are part of the Treasury.

GDI's Treasury Department is not like the treasury of a typical developed nation, because of the way that GDI historically evolved in-quest from being "NATO on steroids" to "wait are we literally the world government now?" TWI GDI had a treasury but no Department of Agriculture or Bureau of Housing and Urban Development or anything like that because theoretically, all those functions were the responsibility of the (now-defunct) national governments.

As those functions became vitally necessary for human survival in the face of a tiberium apocalypse, GDI created sub-departments to handle them... and, seemingly, built them within the Treasury, the only institution that really had the capacity to administer economic programs. So for reasons of historical coincidence, GDI's Treasury became much more than 'just' a treasury long before we came on the scene in-quest.

It's the money man making sure all of GDI, including itself has the money to do what it needs to do.

If we can't farm off some of those -RpT budgetary commitments (and I have no idea if we can or can't), and if we can't be confident of getting 30% of GDP as a starting budget (and I don't know if we can no matter what we do)... Well, we're going to be left sitting on our hands with a lot of fallow dice for a turn or two unless something clever and fortunate happens.

Funny thing, that. Where does the money go, if we are the ones in charge of getting that all done, but we do not have a cost for running all of that?

It depends on whether you benchmark to 2059 or 2057.

From 2060Q1 to 2061Q4, you're looking at a +20% or +30% increase in GDI population, and yes, that hasn't come with a corresponding income boom. Income has only gone up by something like 15% or 20%.

From 2058Q1 to 2061Q4, though, GDI's economy has grown much faster than population, because you're looking at the same 20-30% increase in population, but more like a 50% increase in GDI's income.

While true over the 2058 to 2061 period, GDI has not managed to equal the total income, never mind wealth, per capita, that it had in 2046. And that's what we should be comparing to. If we want to equal GDP/c, we will need to ensure that GDI has somewhere between 3000 and 3500 RpT due to the increased population, if we want to equal wealth, we will have to maintain that without a destructive war interrupting it for at least a decade.

And, quite relevant, we have to draw a sizable share of the GDI budget from taxes, or at least from the same sources as taxes were levied from prior to TW3. If only because you can't eat a lump of steel and draw nutrition from it.

We don't have the Military dice to do Zone Armor production on the necessary scale fast enough to have ZOCOM ready to go at this point. Finishing the factories will take 1-2 turns each depending on dice luck and an average of three dice per factory (two if lucky, four if unlucky). We have 17 dice left of Military requirements and even that is leaving it as a coin toss whether some of them actually finish in Q4. We can't afford a meme plan that ignores our Plan requirements entirely, and anything less is probably only going to give us maybe one factory, at most two, starting in Q3 or Q4 depending on how dice play out. Ground Force units will take time to equip and train with the products of those factories. Reading between the lines of what we've already been told, it's going to take at least 3-4 turns from the time we start actually building factories to the time ZOCOM feels ready for that big push.

Given the surge of people advocating for both rapid completion of Tendrils Phase 2 and not spending Free dice on the military for quality of life reasons and not doing any Red Zone operations of any kind until we know ZOCOM is comfortable with a large-scale expansion, we're kind of in the soup here.

There's been a lot of rise in demand for things that kind of contradict each other. Ranching domes now, no more Military Free dice now, get Zone Armor rolled out now, avoid doing Red Zone stuff until after we have Zone Armor rolled out and ZOCOM ready to go, but no more Military Free dice effective today, succeed in completing the Plan targets so we don't take a kicking during reapportionment, but be ready to actually do stuff in 2062 so we don't skip Agriculture day for like a year straight again, but don't position ourselves to have any quick and easy ways to replenish the budget in 2062.

It's too many conflicting requirements. Something's gotta give.

Or we go for Tib Vein Mining instead, put a Heavy Industry and an LCI die towards coughing up 3 CapGoods per turn for 50 RpT, and use this constant flow of CapGoods to increase income by 75 RpT every turn with the 7 tib department dice we've got,putting free dice on necessary projects as they come up. Hell, if it wasn't for the tiberium glaciers, vein mining would be our most efficient die and resource way to get more tiberium. Even with the potential 15 Resource surcharge per phase for CapGoods indicator.
 
Aren't our vertical farms still using aquaponics and hydroponics, by the way?

I think the difference is just that the vertical farms are more focused on producing yummy stuff (hence they produce Consumer Goods) whereas the big aquaponics bays are focused on bulk calorie production (hence pure Food output).

With that said, I concur with Rakuhn's actual point here. Mechanization is likely to have impact on all forms of food production, including specialist production of yummies, because it represents transformation of all our agriculture and not just specific new buildings just like existing buildings being built in more places.
They probably do use aquaponics, and hydroponics where appropriate.

IIRC, vertical farms includes foodstuffs like chocolate, eggs, and poultry, as well as pure 'luxury' goods like tea and coffee, among other things. I'm not sure what would happen if we never did a 'pure' aquaponics phase again, and only did vertical farms + ranching domes. I could definitely see vertical farms being capable at producing everything that the 'aquaponics' projects could, just at a higher opportunity cost.
 
Or we go for Tib Vein Mining instead, put a Heavy Industry and an LCI die towards coughing up 3 CapGoods per turn for 50 RpT, and use this constant flow of CapGoods to increase income by 75 RpT every turn with the 7 tib department dice we've got,putting free dice on necessary projects as they come up. Hell, if it wasn't for the tiberium glaciers, vein mining would be our most efficient die and resource way to get more tiberium. Even with the potential 15 Resource surcharge per phase for CapGoods indicator.
that is actually a good idea , the only reason we haven't really focused on vain mining is the cost in terms of Cap goods but with a recurring source of cap goods that becomes a none issue
 
Or we go for Tib Vein Mining instead, put a Heavy Industry and an LCI die towards coughing up 3 CapGoods per turn for 50 RpT, and use this constant flow of CapGoods to increase income by 75 RpT every turn with the 7 tib department dice we've got,putting free dice on necessary projects as they come up. Hell, if it wasn't for the tiberium glaciers, vein mining would be our most efficient die and resource way to get more tiberium. Even with the potential 15 Resource surcharge per phase for CapGoods indicator.
The hard part here is priming the pump to get a virtuous cycle going here- which is why I'm so concerned about having supplies on hand ready to go as soon as possible in 2062.

They probably do use aquaponics, and hydroponics where appropriate.

IIRC, vertical farms includes foodstuffs like chocolate, eggs, and poultry, as well as pure 'luxury' goods like tea and coffee, among other things. I'm not sure what would happen if we never did a 'pure' aquaponics phase again, and only did vertical farms + ranching domes. I could definitely see vertical farms being capable at producing everything that the 'aquaponics' projects could, just at a higher opportunity cost.
I'm pretty sure we now have enough bulk aquaponics to feed everyone, even with the increased population. It's just that the variety of diet has gone down because facilities are being focused on bulk calorie production over stuff that just tastes good.

that is actually a good idea , the only reason we haven't really focused on vain mining is the cost in terms of Cap goods but with a recurring source of cap goods that becomes a none issue
Well, it's still an opportunity cost, but that's not inherently a bad thing. I'm in favor of doing it! But, as noted, the hard part is priming the pump.
 
The hard part here is priming the pump to get a virtuous cycle going here- which is why I'm so concerned about having supplies on hand ready to go as soon as possible in 2062.

We have the money to do it right now. Don't delay to early next plan, when every scrap of money will be fought over, get things going now, so that we can point at it when Parliament goes 'we want you to cough up money' and say 'yeah, but we do have a few set commitments we cannot drop'.
 
We have the money to do it right now. Don't delay to early next plan, when every scrap of money will be fought over, get things going now, so that we can point at it when Parliament goes 'we want you to cough up money' and say 'yeah, but we do have a few set commitments we cannot drop'.
There is, I admit, a consistent strategy that starts with @Derpmind 's Steak and Tendrils plan, does the +Capital Goods trickle actions in Q3 the turn after, and then exploits that to fund a shitload of vein mining while banking on the sheer mass of reserve cash built up in Q3 and Q4 to tide us over.

I don't think you can make that strategy work so well with Roses Too, which is implicitly a slow-tendrils plan and so doesn't build up the sheer depth of reserve cash that Steak and Tendrils hopefully does.

If we'd had this conversation 24 hours ago, I'd probably draft a dramatically divergent variant October plan built around this but not totally cutting the Free dice allotment for the military (because we're gonna need that in my opinion anyway). Unfortunately, it's a bit late in the vote cycle now.
 
I would personally prefer to finish Mechanization. The advantages of the aquaponics move (assured of getting half the food, slightly higher chance of getting all the food) do not in my opinion offset the disadvantages (I suspect mechanization is slightly better at benefiting production of higher-quality food, whereas aquaponics will tend towards more bulk calories, and mechanization is an unfinished project that is otherwise likely to be left hanging until 2063 or later).
Even still, do you value whatever unknown benefits Mechanization might give over an extra die on something else, or on one of our Plan Goals? 2 dice on Aquaponics lets you put a die somewhere else immediately this turn. And 2 dice on Aquaponics this turn plus (if it doesn't complete) 1 die a turn till it finishes has a much better chance of costing a die less in total than doing the same with 3 dice on Mechanization. Whatever unknown effects Mechanization might have, I doubt it'll be big enough to give us a die back before the end of the Plan.
I deem it unlikely that we can get good results from Make Political Promises right now because we're about to go into reapportionment when we're on the table to make a lot of promises anyway under conditions where the parties have more leverage. Promises works better after reapportionment but well before elections, I think, if I understand correctly.
If all the promises offered from taking that option are unpalatable, we don't have to take any of them. We can just choose not to take any promises this time around, and neither Make Political Promises nor Interdepartmental Favors will go away after we take them. They're meant to be repeatable actions Seo can take to drum up more +PS. Not one-and-it's-gone projects. So I don't see how we can face a penalty for taking the action in the event none of the choices given are desirable. And however unlikely you may judge it to be, there's still some chance that we'll get a promise that we'll be able to fulfill without negatively impacting our Plan Goals. It's even possible some parties might want projects we intended to complete anyways.
 
Even still, do you value whatever unknown benefits Mechanization might give over an extra die on something else, or on one of our Plan Goals?
Since if my plans are followed, I am confident of finishing both Ranching Domes and Vertical Farming Phase 2 with only a light touch of Free dice on Agriculture (no more than we ought to be using in a world where the Milk and Honey protests exist)... Yes. Yes, I do value them that much, because I think I have enough dice to do not only everything I must do in Agriculture, but everything I want to do given what I think is reasonable given the constraints of the time available. Furthermore, mechanization plus one die on aquaponics yields considerable extra Food, which could be very useful if the refugees keep coming and keep nomming for the rest of the year.

This is a general application of the principle that I like to get expensive projects out of the way when the budget is strong- that includes the 15 R/die mechanization program.

If all the promises offered from taking that option are unpalatable, we don't have to take any of them. We can just choose not to take any promises this time around, and neither Make Political Promises nor Interdepartmental Favors will go away after we take them. They're meant to be repeatable actions Seo can take to drum up more +PS. Not one-and-it's-gone projects. So I don't see how we can face a penalty for taking the action in the event none of the choices given are desirable. And however unlikely you may judge it to be, there's still some chance that we'll get a promise that we'll be able to fulfill without negatively impacting our Plan Goals. It's even possible some parties might want projects we intended to complete anyways.
My understanding is that we are expected to take at least one option, just out of respect for Ithillid's time. Also, my point is that I think we can get better deals now by spending a die now than we can get by spending one later on Favors, but that the reverse is true on Promises, and I don't want to be roped into taking an unpalatable Promise by someone who feels like they have us over a barrel.

I don't know.

The problem is that I'm actually seriously considering converging on @tenchifew 's "October with Bogatyr" plan out of desperation, because the vote fragmentation is a big part of why no October plan variant is competitive with the front-runners and I'm really hoping we can get more than just seven dice on our Military targets for the Plan somehow, because I want some Zone Armor and at this rate I'm not sure we can get it squeezed in.

In which case I'm torn whether to shift an OSRCT die to Bogatyr research or to use the two remaining Bureaucracy dice for AA and give up on Favors entirely.
 
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[X] Plan Steak and Tendrils
[X] Plan Roses Too

Here's my non-vote, lol. Based on the narrow criteria that these two spin off dice and resources for "boring" projects. Gotta relax that "death grip" fellas.
 
[X] Plan Steak and Tendrils

It's got a coherent plan going forward, it's working on Bogatyr before NOD inevitably takes it off our hands (They got the Tacitus out of one of the most fortified position on Earth- it's an inevitability), and it's at the very least gearing up to undergo the military revolution we've been stuck ignoring for years.
 
The problem is that I'm actually seriously considering converging on @tenchifew 's "October with Bogatyr" plan out of desperation, because the vote fragmentation is a big part of why no October plan variant is competitive with the front-runners and I'm really hoping we can get more than just seven dice on our Military targets for the Plan somehow, because I want some Zone Armor and at this rate I'm not sure we can get it squeezed in.

In which case I'm torn whether to shift an OSRCT die to Bogatyr research or to use the two remaining Bureaucracy dice for AA and give up on Favors entirely.
TBH, I didn't expect your plan to drop as far from the lead as it has in the past few hours. I thought it still had a good chance of pulling ahead and winning, but now it's nine votes behind. My arguments seem less helpful and more like pointless needling now. Sorry about that.
 
So, the issue here is that I don't actually want projects completing more quickly. They are already straining my suspension of disbelief. So, instead, what I am making the project do is give you more flexibility in your dice pool, including the ability to go up to 70 dice from your current cap of 60.

Beyond that, yes, dice are still rolled. For those timeframes I was simply going to the closest whole dice number to 50 percent chance of completion.
Okay, but your proposed system doesn't do anything about how fast the projects will get completed.
We can complete Boston 5 in 3 turns using our Free dice now.
With that system, we can complete Boston 5 in 3 turns using Free dice, and we get a decent discount as well.
While the discount is a point towards not rushing the project, the benefits of having a mega-project completed half a year earlier are huge.
 
I've done some thinking and I've put together a plan that seeks to balance getting plan goals done, while simultaneously getting some quality of life projects done. In this case getting the Consumer Industrial Development and Bureau of Arcologies rolling. It also goes for a sprint of Tendrils like Steak and Tendrils, just without the steak. I don't think we should be going for Ranching Domes until we have the stored food target is more secure.

[X] Plan Tendrils and Plan Goals
Infrastructure 6/6 Dice 95 R
-[X] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20 R) (70% chance)
-[X] Blue Zone Apartment Complexes (Phase 6) 0/320 (3 Dice, 30 R) (99% Phase 6, 16% chance Phase 7)
-[X] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[X] Bureau of Arcologies (1 Infra die, -15 RpT) (Auto)

Heavy Industry 5/5 Dice + 1 Free Die 150 R
-[X] Continuous Cycle Fusion Plants (Phase 8) 243/300 (2 Dice, 40 R) (100% chance)
-[X] Crystal Beam Industrial Laser Deployment 51/600 (3 Dice, 60 R) (3/7 median)
-[X] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)

Light and Chemical Industry 5/5 Dice 60 R
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[X] Civilian Drone Factories 104/380 (3 Dice, 30 R) (24% chance)
-[X] Department of Consumer Industrial Development (1 L&CL die, -15 RpT) (Auto)

Agriculture 4/4 Dice + 2 Free Dice + Erewhon 75 R
-[X] Agriculture Mechanization Projects (Phase 2) 26/250 (3 Dice, 45 R) (61% chance)
-[X] Strategic Food Stockpile Construction (Phase 3) 85/175 (3 Dice, 30 R) (Phase 3, 16% chance Phase 4)
-[X] Extra Large Food Stockpiles (Erewhon Die, 0 R) (Auto)

Tiberium 7/7 Dice + 1 Free Die 240 R
-[X] Harvesting Tendril Deployment (Phase 2) 74/750 (8 Dice, 240 R) (75% chance)

Orbital 6/6 + 2 Free Dice 160 R
-[X] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/15 median)
-[X] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (28% chance of Phase 2)

Services 5/5 Dice 180 R
-[X] Professional Sports Programs 102/250 (2 Dice, 20 R) (70% chance)
-[X] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (24% chance)
-[X] Nod Research Initiatives (2 Dice, 60 R) (32% chance)

Military 8/8 Dice + 1 Free Die 170 R
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (3 Dice, 60 R) (28% chance)
-[X] Bogatyr Research Projects 0/110 (1 Die, 30 R) (37% chance)
-[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[X] Escort Carrier Shipyards (Newark) 0/240 (2 Dice, 40 R) (4% chance)
-[X] Mastodon Heavy Assault Walker Deployment 113/225 (1 Die, 10 R) (30% chance)

Bureaucracy 4/4
-[X] Conduct Civil Satisfaction Surveys (4 Dice, 0 R) (98% DC 180)

1130/1130
Energy Worst Case: 5 (Current) + 16 (Fusion) – 2 (Anadyr) – 1 (Chemical Fertilizer) – 1 (Freeze Dried) – 2 (URLS) – 5 (Newark) – 3 (Mastodon) = 7 Energy
Food Worst Case: 26 (Current) – 5 (Refugees) + 4 (Chemical Fertilizer) + 6 (Freeze Dried) – 12 (Extra Large Stockpiles) – 6 (Stockpile Construction) = 13 Food

Approval Voting:
[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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