As I've said before:
I've switched votes several times now between the top two leading plans, but I feel deeply, deeply uncomfortable about arguing for one plan or another based on the early dice rolls.

We are lucky that they are being done now, as that speeds the update and gets us content faster. Using that benefit to try to alter our decision making seems... questionable, to me.
Obviously we can still talk about the merits of the plans. But abatement wasn't really a significant topic prior to the mutation roll.
 
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I'd rather put dice on a Zone Armor factory in Q3 rather than Q4. The sooner a factory is done, the faster it can wind up to full production and distribute Zone Armors. If that means Military has some Plan Goals that aren't done until Q4, so be it.

(My way-too-early speculation on the next two turns in Military: Q3 we finish up whichever of URLS, Escort Carrier, and Mastodon didn't finish this turn. Then we put dice on OSRCTs and on a Zone Armor factory. Q4 we finish off OSRCTs, put 4 dice on ASAT for 99% since any extra progress will overflow into the next phase, and work on another Zone Armor factory. But this is all very speculative.)
 
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As some reading this on a tablet right now comparing the two leading plans is kind of hard. Can someone tell me the major differences so I decide which one to vote for?
 
Preliminary Tib Spread results:
2061 Q2 start
Tiberium Spread
22.22 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.46 Yellow Zone (98 points of mitigation)
53.62 Red Zone (70 points of mitigation)

Post-mutation and spread rolls:
Tiberium Spread
22.47 Blue Zone (+.25)
0.01 Cyan Zone
1.44 Green Zone (-.25)
22.57 Yellow Zone (93 points of mitigation) (+.11)
53.51 Red Zone (65 points of mitigation) (-.11)

...Steak and Tendrils, a plan which prioritizes pure income so that we can spend 1-2 turns building up 100-200 R and then pass the income stream on at reapportionment, appears to be winning.
I would like to push back on this narrative. Because while yes, the Treasury only gets the direct benefits of the full income increase for a few turns, we will get indirect benefits based on how much we supply to other segments of GDI. Mostly, from what Ithillid has said, in the form of reduced requirements from Parliament.
And, of course, if we feel we need more income, we can always spend the PS to get a higher percentage of the total budget at Reallocation. It's not like we don't have any options.
If you want more Zone Armor in 2061 so we can go into the Red Zones and mitigate them in 2062, we need more Military dice to build more Zone Armor factories! My plan, Attempting To Be Done By October, gives us a better chance of making this happen! The frontrunning plans, Steak and Tendrils and Roses Too, both spend less dice on the military so we can have ranching domes sooner and whatnot, and I respect that... but we cannot fight the onslaught of tiberium with delicious bacon. I'm sorry.

Plan Attempting To Be Done By October!

That is all.

God bless you, and may big swoopy eagles save us all.
Your phrasing has inspired Ithillid. I hope you can live with yourself. :p

Also, we can absolutely fight Tiberium with bacon. The more bacon we have, the more people we keep on-side to fight Tiberium!
 
Just got news from Discord that the -5 penalty to Bureaucracy expired last turn, not after this turn. So this:

-[] Conduct Civil Satisfaction Surveys DC 180 2 dice 27%, 3 dice 80%, 4 dice 98%

Should instead be this:

-[] Conduct Civil Satisfaction Surveys DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%

Shouldn't be a big deal, but if you were holding off on Plan Roses Too because you wanted Surveys to be done, it's about 7% more likely to complete the highest DC than we thought it would be. (Specifically ~87.442% vs ~80.162%) Still, I apologize for getting the numbers wrong and any decisions this may have caused.
 
As some reading this on a tablet right now comparing the two leading plans is kind of hard. Can someone tell me the major differences so I decide which one to vote for?

Roses has a die on yellow zone towns
Roses has 1/5 on fusion/laser as opposed to steak with 2/4 on fusion/laser
Roses has a die on Bergen
Steak has all dice on tendrils
Steak has zone defenders and URLS vs Roses with OSRCT
Steak just has civil satisfaction vs Roses with interdepartment favors

So basically, "Steak" is a little more focused, except across the military department.
 
I would like to push back on this narrative. Because while yes, the Treasury only gets the direct benefits of the full income increase for a few turns, we will get indirect benefits based on how much we supply to other segments of GDI.
Yes. I never said passing on the income didn't have benefits. I just said that we'd be doing it.

As I've said before:

Obviously we can still talk about the merits of the plans. But abatement wasn't really a significant topic prior to the mutation roll.
Rakuhn, I'm not making any new arguments about my plan versus the others, aside from noting the obvious fact that two of the plans start work on a Red Zone inhibitor and one does not.

All my other arguments are the exact same arguments I made before HousePet made the mutation roll-and-song-and-dance-routine. It's quite simple. We have seventeen median dice required to clear our Military plan targets. Realistically, we need to be sure of finishing all that stuff. That means we probably in practice have more like 19-21 Military dice to go (read: each project taking literally only one die more than average).

Therefore, a plan that only spends about seven dice on Military plan requirements is therefore not a plan that is trending in the direction of "we get much Zone Armor," unless it is openly a "we get plenty of Zone Armor but fail the Plan requirements" plan.

If you want to have serious wiggle room for Zone Armor in 2061Q3 and Q4, you need to actually make a real dent in our Military plan requirements now, so that they're at least partly out of the way and we have some freedom of action.

Therefore, vote Attempting To Be Done By October.

This is the same argument I've been making for about a day and a half now. The mutation rolls only underline why I've been saying it all along.

I'd rather put dice on a Zone Armor factory in Q3 rather than Q4. The sooner a factory is done, the faster it can wind up to full production and distribute Zone Armors. If that means Military has some Plan Goals that aren't done until Q4, so be it.
It's worse than that, unless you're planning major Free dice expenditure on the military in Q3 and Q4 to offset deliberately not spending Free dice on it in Q2. The problem isn't just the military having Plan goals that aren't done until Q4, it's whether the goals get done in Q4 at all at this rate. That could be in doubt at this point depending on how the dice go, especially if we only spend 5-6 Military dice on Plan goals in Q3 on account of we're trying to fit a Zone Armor plant in.

(My way-too-early speculation on the next two turns in Military: Q3 we finish up whichever of URLS, Escort Carrier, and Mastodon didn't finish this turn. Then we put dice on OSRCTs and on a Zone Armor factory. Q4 we finish off OSRCTs, put 4 dice on ASAT for 99% since any extra progress will overflow into the next phase, and work on another Zone Armor factory. But this is all very speculative.)
That's not going to work on a diet of 8 Military dice per turn. I drew up tentative thoughts along those lines, I can dig them up...

See, if Attempting To Be Done By October won, I'd want for Q3:

1 die Bogatyr (if necessary)
2 dice tidying loose end Plan goals (Newark, Mastodons, URLS)
2 dice ASAT (maybe one, you have a point about the desirability of overkilling it in Q4)
2 dice Zone Armor plant
4 dice OSRCT

But... that's eleven dice already. Maybe ten.

And even then, realistically we need to budget for Q4:

About 3 dice OSRCT
1-2 dice ASAT (maybe 2-3, maybe more based on your point)
At least 1 die tidying an accursed Plan goal that chronically rolls badly.
[LEFTOVER WIGGLE ROOM]

Which could easily be ten more dice if we want "wiggle room" to be of useful size.

And that's starting from the assumption that we spent ten dice on the military, instead of eight.

The Military dice situation is tight, and Steak and Tendrils and Roses Too do nothing to loosen it.

As some reading this on a tablet right now comparing the two leading plans is kind of hard. Can someone tell me the major differences so I decide which one to vote for?

Plan Attempting To Be Done By October (@Simon_Jester ) (32 votes as of this writing)
Slow rollout of Tendrils Phase 2, with intent to finish it in 2062Q1 for the income stream
Six dice on hitting Stored Food target.
No Ranching Domes this turn.
Ten dice on Military, nine of them on Plan targets. 54% chance of finishing the last carrier yard.
Interdepartmental Favors (for +PS)
Founds no bureaus this turn.

Plan Roses Too ( @Crazycryodude ) (39 votes as of this writing)
Slow rollout of Tendrils Phase 2, with intent I don't presume to say what Crazycryodude intends there.
Six dice on hitting Stored Food target.
Two dice on Ranching Domes, 1% chance of completion.
Eight dice on Military, seven of them on Plan targets. 4% chance of finishing the last carrier yard.
Civil Satisfaction Surveys AND Interdepartmental Favors
Founds Bureau of Arcologies and Department of Consumer Industrial Development.

Plan Steak and Tendrils (Derpmind) (45 votes as of this writing)
Fast blitz to Tendrils Phase 2 to build cash reserve before reapportionment and boost overall GDI income. 75% chance phase complete
Three dice on hitting Stored Food target.
Three dice on Ranching Domes, 42% chance of completion.
Eight dice on Military, six of them on Plan targets. 54% chance of finishing last carrier yard, works on Zone Defender modifications
Civil Satisfaction Surveys
Founds Bureau of Arcologies and Department of Consumer Industrial Development.

Derpmind dislikes being tagged as I recall, so I didn't.
 
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As some reading this on a tablet right now comparing the two leading plans is kind of hard. Can someone tell me the major differences so I decide which one to vote for?

Basically:

Plan Steak and Tendrils:
- No Yellow Zone Fortress Towns, but better odds of more quality Housing.
- Energy is guaranteed, but less work on the Industrial Larsers.
- Focuses on Civilian Drones so there is a 1/4 chance of it being done this turn.
- Agriculture is Blue Zone Aquaponics, Ranching Domes being maybe done and a coin flip to get a Phase of Stockpiles done.
- Harvesting Tendrils most likely done this turn.
- 1 more Die on Enterprise.
- Zone Defender, Last Phase of Rockets, 1 more Die on Last Carrier Yard.

Plan Roses Too:
- Yellow Zone Fortress Towns, but lower odds of more quality Housing.
- Energy is 4/5 odds done, also a small chance that Industrial Lasers complete this turn.
- For some reason a single Die on Phase 3 of Bergen.
- Agriculture is Mechanization, Ranching Domes needing a crit to be done and at least one Phase of Stockpiles completed this turn.
- Tiberium is one Stage of Green Zone, 1 Die on a Red Zone Inhibitor, half way to finishing Tendrils and improved Tibrium Processing
- OSRCT Stations Phase 3 focused down.
- Interdepartmental Favors
 
Me too. That's why Attempting To Be Done By October features work on the North American Red Zone inhibitor!

So does Roses Too, I have to admit.

...Steak and Tendrils, a plan which prioritizes pure income so that we can spend 1-2 turns building up 100-200 R and then pass the income stream on at reapportionment, appears to be winning.
Me too. That's why Attempting To Be Done By October features work on the North American Red Zone inhibitor!

So does Roses Too, I have to admit.

...Steak and Tendrils, a plan which prioritizes pure income so that we can spend 1-2 turns building up 100-200 R and then pass the income stream on at reapportionment, appears to be winning.

You got me twice there Simon but it's good to know you care.
 
I'd rather put dice on a Zone Armor factory in Q3 rather than Q4. The sooner a factory is done, the faster it can wind up to full production and distribute Zone Armors. If that means Military has some Plan Goals that aren't done until Q4, so be it.

(My way-too-early speculation on the next two turns in Military: Q3 we finish up whichever of URLS, Escort Carrier, and Mastodon didn't finish this turn. Then we put dice on OSRCTs and on a Zone Armor factory. Q4 we finish off OSRCTs, put 4 dice on ASAT for 99% since any extra progress will overflow into the next phase, and work on another Zone Armor factory. But this is all very speculative.)
Yeah, I was thinking 4D ASAT in Q4 because we have another phase to absorb overflow. Was also hoping things turned out well enough we could potentially slip in ZD Revision and a GFZA factory in Q3.

Mainly, my thought is a GFZA completing Q3 means Q4 2061 and Q1 2062 are training units with armor and producing more armor, and so hopefully Q2 2062 those units will have started replacing ZOCOM in heavy infantry deployment positions and ZOCOM will have enough people freed up in Q2 to start RZ Border Offensives. And if we keep adding a new GFZA factory every turn or so after Q3 2061, hopefully we stay ahead of things with Set 1 enough that we can continue pushing RZ operations for +RpT through the rest of 2062 and into 2063 without stretching ZOCOM too much again.

Which is why I only voted for the Done by October plans. They make me feel more confident we can actually pull that off and not fail any Plan Goals.

Considering the new Tib stats, we may need to consider going for Red Zone options soon.
We need GFZA factories for that and without endangering things we promised 3 years ago (and reaffirmed the promises less than a year ago), those won't get started until Q3 or Q4, and as a result, we likely shouldn't be touching RZ operations until Q3-Q4 2062.
 
[X] Plan Steak and Tendrils.
Out of the Top to I like this more. and since my Bare requirments are met with the top two plans I can be picky.
 
Considering the new Tib stats, we may need to consider going for Red Zone options soon.
We've been told ZOCOM can't secure Red Zone options due to manpower constraints, and the last time I suggested going for Red Zone options the thread was pretty hostile to the idea. We need Ground Force Zone Armor to secure much more Red Zone activity, it seems.

But to make that happen without failing Plan targets, we need to spend Military dice, and the current frontrunning plans spend zero Free dice on the military. I respect why they're doing that (namely, Ranching Domes), but it puts us in a very tight position, especially if people continue to vote for similar plans. And double-especially if we try to avoid doing E-CRP to quickly and cheaply meet the Stored Food target, because then Agriculture dice are gonna be scarce too, especially under Steak and Tendrils.

This exact problem of dice being scarce due to insufficient progress on Plan goals is why my plan, Attempting To Be Done By October, has ten dice on military so it can put nine of them on Plan goals, and six dice on the Stored Food target. Unfortunately, October is at 33-ish votes to Steak and Tendrils' 45-ish votes, with only four hours or so on the clock...

You got me twice there Simon but it's good to know you care.
Heh. Sorry about that, copy-paste fail.

Yeah, I was thinking 4D ASAT in Q4 because we have another phase to absorb overflow. Was also hoping things turned out well enough we could potentially slip in ZD Revision and a GFZA factory in Q3.
At this point, any dice I don't think are necessary to finish ASAT will be going to Zone Armor. Overkilling ASAT is just about saving money. Zone Armor is about indirectly saving the planet, too.

Which is why I only voted for the Done by October plans. They make me feel more confident we can actually pull that off and not fail any Plan Goals.
Glad to know someone gets what I'm about. :D

In this case, stompy power armor. Well, originally I was agnostic as to whether stompy power armor or laserbattleships, but I'm coming out in favor of stompy power armor given the situation in the Red Zones.

Of course, if my math's right... Well, in the fairly likely event that Attempting To Finish By October loses, then either we have to make an even more aggressive bid to spend Military dice in a hurry in Q3 to get stuff done so we can have 1-2 Zone Armor plants actively rolling out suits by end of year, or we have to give up on more than having maybe one if we're lucky, tops.

I'm... not sure we're collectively making great choices here. A lot of the stuff that's best about Steak and Tendrils (the Ranching Domes, the bureaus, the civil satisfaction surveys) is stuff we could do next turn and it'd still work out pretty well in my opinion. Getting the Plan goals out of the way so we have wiggle room in Military and Agriculture? That has to be done now.

The big virtue of Steak and Tendrils is that it absolutely does give us the best chance of building up a good cash reserve before the end of the Plan. It's a clear front-runner in that specific respect, even in my opinion, while Roses Too and October set us up to either have more income in 2062Q2 and later (possibly at the cost of Treasury asking more of us or taking more of our PS to accomplish the same reallocation goals), or to finish it later in 2061 and get the "Treasury make nice" result but not the "have many R in piggy bank" result.
 
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[X] Plan Attempting To Be Done By October
[X] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
 
I am incredibly unhappy the leading plan didn't put a dice on fortress towns.

It's been over a year since the last phase. The only thing securing our borders is our military extended out without any close support bases.
 
Hellish Kitchen
One of the hottest cooking shows of the modern day, Hellish Kitchen challenges some of the world's most experienced cooks and chefs to work with some of the worst ingredients. Ranging from food on the edge of expiration, to iron rations, to fungus bars, the most recent season has included as a special episode, fresh from the Initiative emergency food laboratories, the products of a caloric reclamation processor. In it, everyone ran into severe problems, with the judges describing the winning dish as "an abomination against everything good in the world"

Excerpts from the Episode
Chef quickly tasting from a pot, winces. "Cant build up flavor, beep just destroys whatever I add to try and change it up."
Another cook, smelling something frying in a pan. "Oh?! Oh god-"
"You okay?"
"I just need to sit down for a moment."

"What even is this texture?" tries some of it, frowns "What am I going to do with you?

Chefs stand over a block of CRP in a group "Anyone got any ideas?" Silence "Hot sauce?"


prewriting some bits of the next update.
 
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