Basically, to be able to write letters to both krampus and santa telling both "Git gud scrubs. Sincerely, InOps"

More seriously, the point is to build a wide array of defensive and offensive intelligence capabilities, build up a new generation of isolinear based data processing, and take the idea that has been floating around since you recruited the Qatarites of Initiative Shadow Teams and taking it live.
GDI Shadow Teams does sound really great. It would be fun to be breaking into NOD research compounds and having Warlords jump at shadows in their own bases for a change.
 
-[] Orbital (6 dice + 1 Free Die + EREWHON!!!, +26 bonus, 140 R)
--[] GDSS Enterprise Phase 5 997/1535 (6+E dice, 120 R) (58.6% chance)
---[] Likely number of dice needed in 2061Q4 for 99.9% chance of completion follows:
---[] 58.6% of 0 dice (and done), 15.0% of 1 die, 12.8% of 2 dice,
---[] 9.2% of 3 dice, 3.7% of 4 dice, 0.7% of 5+ dice.
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
Including Erewhon, this adds up to 160R, not 140R.
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1+AA dice, 20 R) (93% chance)
Why an AA die on the Mastodons? A normal die this turn and a normal die next turn is about 99% likely to complete. And just 1 die is a good 61% for just this turn. Is there some reason you want to rush it?
 
[X] Plan Double Zone Armor
-[X] Infrastructure 5/5 dice 60R
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%
--[X] Blue Zone Apartment Complexes (Phase 8+9) (Updated) 15/160 3 dice 30R 21% (99% Phase 8)
--[X] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%
-[X] Heavy Industry 5/5 dice 110R
--[X] Continuous Cycle Fusion Plants (Phase 9) (Updated) 128/300 2 dice 40R 52%
--[X] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
--[X] Distributed Heavy Industrial Authority -1 HI die -30R Auto
-[X] Light and Chemical Industry 4/4 dice 120R
--[X] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
-[X] Agriculture 4/4 dice 50R
--[X] Ranching Domes 228/250 1 die 20R 100%
--[X] Strategic Food Stockpile Construction (Phase 3+4) (Updated) 128/375 3 dice 30R 44%
-[X] Tiberium 7/7 dice 160R
--[X] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
--[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
--[X] Venusian Tiberium Studies (New) 0/120 1 die 25R 40%
--[X] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%
-[X] Orbital 6/6 +1 free dice 160R
--[X] GDSS Enterprise (Phase 5) 997/1535 6 dice + 1 Erewhon die 140R 59%
--[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
-[X] Services 5/5 115R
--[X] Human Genetic Engineering Programs 0/120 1 die 25R 28%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] NOD Research Initiatives 87/200 1 die 30R 35%
--[X] Regional Hospital Expansions (Phase 1) 0/300 1 die 25R (1/4 median)
--[X] Ocular Implant Development 0/120 1 die 20R 28%
-[X] Military 8/8 +6 free dice 285R
--[X] OSRCT Station (Phase 3+4) 5/690 8 dice 160R 42%
--[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
--[X] Ground Forces Zone Armor (New York) (Updated) 0/180 2 dice 40R 39%
--[X] Ground Forces Zone Armor (New Sevastopol) (Updated) 0/180 1 die + 1 AA die 40R 20%
--[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
--[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
-[X] Bureaucracy 4/4 100R in reserve
--[X] Administrative Assistance (Zone Armor) 2 dice auto
--[X] Interdepartmental Favors (Updated) 1 die auto
---[X] Navy: Develop and Deploy Governor A: +5 Political Support
---[X] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
---[X] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
---[X] SCED: Develop and build at least one Conestoga class : +5 Political Support
--[X] Banking Reforms 1 die -100R into reserve auto

1060R/1200R (100R set aside for Banking Reforms, 40R in reserve for next year) 7/7 Free Dice 1/1 Erewhon Die

This plan attempts to get two Zone Armor factories up and running right this very turn. It's a bit of a tight fit to do so while working on our Plan Goals, but I think it'll be worth it so we can do Red Zone Mining projects again soon next year.

In addition, I save a chunk of Resources in reserve, start up the Banking Reforms, and do a bunch of a bunch of tech developments, like Advanced Alloys, Venusian Tiberium, Genetic Engineering, Hallucinogens, and Ocular Implants.

Edit: Giving Simon's plan an approval vote, as both our plans are quite similar. E2: Plan adjusted. Swapped [] Advanced Alloys Development for [] Distributed Heavy Industrial Authority.

[X] Plan Attempting To Supply the Power Armor
[X]Plan Fat Sacks of Cash, Spy edition
 
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[X] Plan Lots Of Promises
-[X]Infrastructure 5/5 60R
-[X] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 68%
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[X] Blue Zone Apartment Complexes (Phase 8) 3 dice 30R 99%
(Phase 9 21%)
(Progress 15/160: 10 resources per die) (-3 Logistics, +6 Housing)
-[X] Emergency Caloric Reclamation Processor Installations (Phase 1) 1 die 10R 68%
(Progress 0/80: 10 resources per die) (+5 Food in reserve)
-[X]Heavy Industry 5/5 100R
-[X] Continuous Cycle Fusion Plants (Phase 9) 1 die 20R 0%
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[X] Crystal Beam Industrial Laser Deployment 3 dice 60R 96%
(Progress 433/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[X] Low Velocity Particle Applicator Development 1 die 20R 30%
(Progress 0/120: 20 resources per die)
-[X]Light and Chemical Industry 4/4 100R
-[X] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 0%
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[X] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[X]Agriculture 4/4 85R
-[X] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[X] Ranching Domes 1 die 20R 100%
(Progress 228/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)
-[X] Strategic Food Stockpile Construction (Phase 3) 2 free dice 20R 100%
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[X]Tiberium 7/7 150R
-[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) 3 dice 90R 98%
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
-[X] Tiberium Harvesting Claw Deployment 3 dice 45R 3%
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
-[X]Orbital 6/6 140R
-[X] GDSS Enterprise (Phase 5) 5 dice + 1 Erewhon die 120R 18%
(Progress 997/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[X] Lunar Rare Metals Harvesting (Phase 2) 1 die 20R 83%
(Progress 56/115: 20 resources per die) (+5 Resources per turn)
-[X]Services 5/5 125R
-[X] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[X] NOD Research Initiatives 2 dice 60R 95%
(Progress 87/200: 30 resources per die) (1d10-1 technologies)
-[X] Regional Hospital Expansions (Phase 1) 2 dice 50R 0%
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[X]Military 8/8 255R
-[X] ASAT Defense System (Phase 4) 2 dice 40R 45%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5 dice + 2 free dice 140R 100%
(Phase 4 10%)
(Progress 5/295: 20 resources per die)
-[X] Universal Rocket Launch System Deployment (Phase 3) 1 die 15R 75%
(Progress 133/200: 15 resources per die) (-2 Energy)
-[X] Ground Forces Zone Armor (Set 1)
--[X] London 1 free die 20R 0%
(Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[X] Escort Carrier Shipyards
--[X] Newark 1 free die 20R 81%
(Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[X] Mastodon Heavy Assault Walker Deployment 1 free die + 1 admin die 20R 92%
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
-[X]Bureaucracy 4/4
-[X] Administrative Assistance (Mastodon Heavy Assault Walker Deployment) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[X] Make Political Promises 1 die auto
--[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌: ‌ Turn over 5 Capital Goods, and 20 resources per turn to the private market: +1d20 steps.
--[X] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
--[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
-[X] Interdepartmental Favors 1 die auto
--[X] Navy: Develop and Deploy Governor A: +5 Political Support
--[X] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
--[X] SCED: Develop and build at least one Conestoga class : +5 Political Support
-[X]Free Dice 7/7
-[X] 2 in Agriculture
-[X] 5 in Military
-[X]Resources Income 1015/1200 Reserve 0/0

EDIT:
[X] Plan Attempting To Supply Double Zone Armor
 
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The Qatarites make me wonder how Killian Qatar as a figure is going to be seen by GDI as a whole as time goes on. Her loyalists are likely increasingly lionizing her after her death given how much they were persecuted for remaining loyal to her memory, and beyond that she was ultimately willing to ally with GDI in the face of the Visitors.

Combine that with increasing amounts of refugees and NOD defectors- from disaffected NOD militia to evidently enough NOD special forces InOps thinks they have a training cadre when supplemented with their own assets, and I suspect you'll have a lot of people associating her memory with 'NOD as it should have been' or what it could be. A relatively acceptable figure for people who come from societies with a fair amount of great leader veneration (not just of Kane but whatever warlord has secured the region), who's familiar in a lot of ways while being less offensive to GDI sensibilities.

[X] Plan Double Zone Armor
[X] Plan Attempting To Supply Double Zone Armor
 
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The plan I've been tinkering on and off with... turned out to be quite similar to Simon's plan. Let's just call it convergent evolution and hope we don't all turn into crabs...

-[] Services 5/5 115R
--[] Human Genetic Engineering Programs 0/120 1 die 25R 28%
--[] Hallucinogen Development 0/60 1 die 15R 88%
--[] NOD Research Initiatives 87/200 1 die 30R 35%
--[] Regional Hospital Expansions (Phase 1) 0/300 1 die 25R (1/4 median)
--[] Ocular Implant Development 0/120 1 die 20R 28%
Hm. This is the first difference I spotted. I put two dice on hospitals instead of one on hallucinogens and one on hospitals, because I still care more about completing Hospital Expansion Phase 1 by the end of Q4 than I do about the hallucinogen project.

-[] Military 8/8 +6 free dice 285R
--[] OSRCT Station (Phase 3+4) 5/690 8 dice 160R 42%
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
--[] Ground Forces Zone Armor (New York) (Updated) 0/180 2 dice 40R 39%
--[] Ground Forces Zone Armor (New Sevastopol) (Updated) 0/180 1 die + 1 AA die 40R 20%
--[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
--[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
And... the other difference. Interesting. You give us at least a prayer of getting both Zone Armor plants done in Q3 (though only an 8% or so chance of that actually happening), and manage even more aggressive Zone Armor chances than me. The price, of course, is that you accept a drop in completion chance of the Mastodon yards from 93% down to 61%.

That's... rather tempting to me, actually. I like the Mastodons, but we can spare a die for them next turn if, God willing, we actually manage to get one of the Zone Armor plants done on time. I may be changing my plan to include this option.

-[] Bureaucracy 4/4 100R
--[] Administrative Assistance (Zone Armor) 2 dice auto
--[] Interdepartmental Favors (Updated) 1 die auto
---[] Navy: Develop and Deploy Governor A: +5 Political Support
---[] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
---[] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
---[] SCED: Develop and build at least one Conestoga class : +5 Political Support
--[] Banking Reforms 1 die -100R auto
Valid, valid. The main difference between our plans, then, is that mine has political promises this turn and yours has banking. That's quite reasonable.
 
Next plan, and no, it does not take into account the bureau.
Hm. Well that makes the promise not absurd, but it's still a bigger commitment than I'm comfortable making on top of Chicago and Karachi, now that I think about it.

Pity. Promising to do any of those this turn would kiiinda shoot ourselves in the foot. Doing the Seattle yard would mean sacrificing most of our Zone Armor progress, doing Personal Electric Vehicles would mean major sacrifices and/or a ton of our Free dice, and starting Columbia Phase 1 before completing the station bay would be shooting ourselves in the foot and ultimately delay station completion, I think.

UYL's arcology promise isn't out of the question, but... see above. :(

Including Erewhon, this adds up to 160R, not 140R.
Noted, will adjust accounting accordingly.

Why an AA die on the Mastodons? A normal die this turn and a normal die next turn is about 99% likely to complete. And just 1 die is a good 61% for just this turn. Is there some reason you want to rush it?
Because I want to not have it hanging over my head next turn, and I prefer to spend AA dice on cheap projects where they make a large difference to completion chance. But your approach has promise as an alternative, as I mention in my previous post.

I think they can be pushed out another turn or two if more pressing needs pop up. They just don't need to sit forever. And I assume they will have a lag before they start to work so sooner done sooner returns.
It becomes effectively impossible to do Banking Reforms in 2062, and I'd rather not wait a whole eighteen months, so it's Q3 or Q4. I'm choosing Q4 now.



This plan is now nearly identical to Derpmind's Double Zone Armor plan, save for a few points. She does banking reforms this turn; I do political promises with a plan to do banking reforms next turn. She puts one die on hospitals and one on hallucinogens; I put two dice on hospitals. I can't think of anything else.



[EDIT NOTE: This plan has been superseded. For the updated version, see here. New version includes the -5 Capital Goods promise for FMP, to kickstart the civilian economy]

MONEY BUDGET
1070/1200 R

CAPITAL GOODS BUDGET
+16 (baseline) +6 (crystal beam) -1 (Mastodons) -2 (Newark) -1 (New York) = +18

FOOD BUDGET
+27 (baseline) -5 (refugees) -4 (ranching) -6 (granaries with freeze-drying) = +12
(Yes, I am still making pessimistic assumptions about how much they will eat. +14 if the refugees eat only -3 Food next turn, as they did in 2061Q2)

MILDLY PESSIMISTIC ENERGY BUDGET
+17 (baseline) +10 (crystal beam) -2 (ranching) -4 (refineries) -2 (URLS) -5 (Newark) -3 (Mastodons) -3 (New York) = +8 Energy.

(Obviously, this assumes everything completes; many projects might or might not. 13% chance of +4 more if Bergen completes, 6% chance of -10 less if Crystal Beam doesn't complete, very slim chance of going into negatives if our luck is absolutely ass and everything power-hungry completes but nothing power-generating does)

7/7 Free dice

[] Plan Attempting To Supply Double Zone Armor
-[] Infrastructure (5 dice, +32 bonus, 60 R)
--[] Yellow Zone Fortress Towns Phase 6 220/300 (1 die, 20 R) (68% chance)
--[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 (3 dice, 30 R) (Phase 8, 21% chance Phase 9)
--[] Emergency Caloric Reclamation Processor Installations 0/80 (1 die, 10 R) (68% chance)
-[] Heavy Industry (5 dice, +29 bonus, 80 R, -30 RpT)
--[] Continuous Cycle Fusion Plants (Phase 9) 128/300 (1 die, 20 R) (1/2 median)
--[] Crystal Beam Industrial Laser Deployment 433/600 (3 dice, 60 R) (96% chance)
--[] Distributed Heavy Industrial Authority (1 die, -30 RpT) (autosuccess)
-[] Light Industry (4 dice, +24 bonus, 120 R)
--[] Bergen Superconductor Foundry Phase 3 0/380 (4 dice, 120 R) (13% chance)
-[] Agriculture (4 dice, +24 bonus, 50 R)
--[] Ranching Domes 228/250 (1 die, 20 R) (100% chance)
--[] Strategic Food Stockpile Construction Phase 3+4 128/375 (3 dice, 30 R) (Phase 3, 44% chance of Phase 4)
-[] Tiberium (7 dice, +39 bonus, 160 R)
--[] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
--[] Venusian Tiberium Studies 0/120 (1 die, 25 R) (40% chance)
-[] Orbital (6 dice + 1 Free Die + EREWHON!!!, +26 bonus, 160 R)
--[] GDSS Enterprise Phase 5 997/1535 (6+E dice, 120 R) (58.6% chance)
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
-[] Services (5 dice, +27 bonus, 125 R)
--[] Human Genetic Engineering Programs 0/120 (1 die, 25 R) (28% chance) (-5 PS on completion)
--[] NOD Research Initiatives 87/200 (1 die, 30 R) (35% chance)
--[] Regional Hospital Expansions Phase 1 (2 dice, 50 R) (2/4 median)
--[] Ocular Implant Development 0/120 (1 die, 20 R) (28% chance)
-[] Military (8 dice + 6 Free dice + AA die, +26 bonus, 285 R)
--[] OSRCT Stations Phase 3 5/690 (8 dice, 160 R) (Phase 3, 24% chance of Phase 4, 42% with Seo bonus)
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 (1 die, 15 R) (75% chance)
--[] Ground Forces Zone Armor (New York) 0/180 (2 dice, 40 R) (39% chance)
--[] Ground Forces Zone Armor (London) 0/180 (1+AA dice, 40 R) (20% chance)
--[] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1 die, 10 R) (61% chance)
---[] Yes, no dice on ASAT. I'm explicitly planning four dice and 99.3% chance completion next turn.
---[] This is actively beneficial, because it lets us spend 20 R/die for overflow
---[] Into a 30 R/die ASAT Phase 5 project we very much will want to take next Plan.
---[] Several others do this too. For the Zone Armor.
-Bureaucracy (4 dice, 0 R)
--[] Erewhon: Play Space Factorio
--[] Administrative Assistance: London Zone Armor
--[] Make Political Promises
---[] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
---[] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
---[] Reclamation Party: 12 Seats (0; 8; 4; 0): Commit to Increase Red Zone Abatement by at least 20 points next plan: +2d6 steps
--[] Interdepartmental Favors
---[] Navy: Develop and Deploy Governor A: +5 Political Support
---[] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
---[] SCED: Develop and build at least one Conestoga class : +5 Political Support
---[] InOps: Give them 60 RpT in Q4 of each year from 2062-65: +10 Political Support

Also, approval votes:
[] Plan Double Zone Armor
 
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Basically, to be able to write letters to both krampus and santa telling both "Git gud scrubs. Sincerely, InOps"

More seriously, the point is to build a wide array of defensive and offensive intelligence capabilities, build up a new generation of isolinear based data processing, and take the idea that has been floating around since you recruited the Qatarites of Initiative Shadow Teams and taking it live.

It also almost feels like they are asking for an advance on their next re-allocation. Which to be fair makes a lot of since between everything they need to get done as you mention above AND the fact getting the money in a stable way makes long term plans easier and less likely to waste money
 
1200 Income
985 Used, 215 Open

[X] Plan Goals Hit
Infra 5/5 70R +32
-[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%
-[X] Blue Zone Apartment Complexes (Phase 8) (Updated) 15/160 1 die 10R 3%
-[X] Urban Metros (Phase 4) (New) 0/150 2 dice 30R 76%
-[X] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%
HI 5/5 110R +29
-[X] Crystal Beam Industrial Laser Deployment 433/600 3 dice 60R 96%
-[X] Microfusion Cell Development 0/60 1 die 20R 90%
-[X] Distributed Heavy Industrial Authority -1 HI die -30R Auto
LCI 4/4 80R +24
-[X] Bergen Superconductor Foundry (Phase 3) 0/380 2 dice 60R 0%
-[X] Civilian Drone Factories 292/380 1 die 10R 52%
-[X] Artificial Wood Development 0/60 1 die 10R 85%
Agri 4/4+1 free 50R +24
-[X] Security Review 1 die
-[X] Ranching Domes 228/250 1 die 20R 100%
-[X] Strategic Food Stockpile Construction (Phase 3+4) 128/375 3 dice 30R 44%
Tiberium 7/7 145R +39
-[X] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
-[X] Venusian Tiberium Studies 0/120 1 die 25R 40%
-[X] Tiberium Harvesting Claw Deployment 0/380 4 dice 60R 46%
Orbital 6/6 +1 free +Erewhon 160R +26
-[X] GDSS Enterprise (Phase 5) 997/1535 6 dice + Erewhon 140R 58.62%
-[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
Services 5/5 125R +27
-[X] NOD Research Initiatives 87/200 1 die 30R 35%
-[X] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%
-[X] Ocular Implant Development 0/120 1 die 20R 28%
Military 8/8+5 free 245R +26
-[X] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[X] OSRCT Station (Phase 3+4) 5/690 8 dice 160R 42%
-[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
-[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
-[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
Bureau 4/4 +19
-[X] Make Political Promises (Updated) 1 die
--[X] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
--[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
--[X] Reclamation Party: 12 Seats (0; 8; 4; 0): Commit to Increase Red Zone Abatement by at least 20 points next plan: +2d6 steps
--[X] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.
-[X] Security Review (Agriculture) 2 dice + 1 Agri 100%
-[X] Predictive Modeling Management
Free 7/7
1 Agri, 1 Orb, 5 Mil

This was an approach of work on plan goals first and then fill out other sections once those are pushed towards completion. We have a chance to finish all our goals this turn- which would let us use Q4 just for setting up next plan.


Infra- Finish the YZ fortress town to secure the front line, Nod might be quiet right now but raids will pick back up and having a solid fortress town system will make it harder for them to raid into our logistics and production areas (so no disruption of food, cons good, cap good or HQ housing). 2 dice on Urban metro to make future apartments easier as well as give us more spots to distribute industry so it is less all in one place, and 1 die on apartments to get some progress for next turn. 1 die on ECRP since phase 1 has no PS cost


HI- 3 dice to finish the plan goal (and provide an infusion of cap goods and energy with the cap goods helping fill the stockpile), 1 die on a project that might help with our future fusion plants (does anyone have a list? because I would like to knock those off where we can) and 1 die to get the cap good department up and running.


LCI- Finish drone and work on artificial wood so we can expand our cons good variety into more wood based products (such as paperback books) with the remaining dice work on Bergen 3 for future fusion improvements, Erewhon goes here on a hopefully interesting project (or we could add him to Enterprise? would help a bit on that plan goal, thoughts?)


Agri- Security review because IMO we can't afford for something to go wrong in Agri be it sabotage or corruption and enough time has passed since the last review, 1 die into ranching domes to finish that which means all the other die into food storage (the kind the politicians want) for both finishing two phases


Tiberium- processing plants to meet plan goal, work on the claws to improve our vein mines and try to work on the venus tiberium.


Orbital- Try and finish the last mine and the Enterprise as both are plan goals (could see moving Erewhon to enterprise)

Services- Min dice to avoid overkill to get more projects out overall, one direct health boost, one tech that helps people live better lives, and Nod Gacha


Mil- Plan Goals only- and in this case enough dice to have a reasonable chance to finish any of the projects, some will have to finish Q4 but by doing this we see how many dice we need to finish and any that do means free dice for prep for next plan.


Bureau- Security review to avoid nasty surprises before the finish line, predictive modeling for more consistent results and less likely to crit fail and promises that we can fulfill. Favors we can do next turn when we see how we rolled for this turn, InOps seems doable at least which would put us to 90 with the 5 from ranching domes

Plan Goals
Completion
Processing: 280 points 63%
Complete GDSS Enterprise 32%
Complete at least one more phase of Space Mines 83%
Deploy Crystal Beam Industrial Laser 96%
Complete ASAT Phase 4- 45%
Complete OSRCT Phase 4 -42%
Complete at least one more phase of URLS production -75%
Complete All remaining Escort Carrier Shipyards- 81%
Deploy Mastodon- 61%
Food: 8 points in reserve 44% for +4 (also good chance for rollover into the next phase) 68% for +5

Later:
Complete Karachi Planned City by end of Q4 2065- next plan
 
The Qatarites make me wonder how Killian Qatar as a figure is going to be seen by GDI as a whole as time goes on. Her loyalists are likely increasingly lionizing her after her death given how much they were persecuted for remaining loyal to her memory, and beyond that she was ultimately willing to ally with GDI in the face of the Visitors.
Complicated, multifaceted, and depends on who you ask, and at what level she is being presented at. If we are looking at the lies to schoolkids level, she is a smart, pragmatic figure who was unafraid to challenge orthodoxy and the leadership in pursuit of doing the right thing. If we are looking a bit higher up it gets more complicated.
 
Out of respect for @Derpmind doing me one better and (contra my prediction to @BOTcommander ) finding a responsible way to further increase dice commitment to Zone Armor, I have renamed my plan Attempting To Supply Double Zone Armor and used the same gambit she used to do so.

@Rakuhn , @Karugus , Derpmind, my plan is quite similar to hers/yours, and I submit that you may wish to consider approval-voting. I will be editing approval-voting into my own plan shortly.

I mean at this point if they are advocating for anything thats NOT Zone Armor are they really a Militarist?
Sharks are important and Seattle would be my top priority right now if we had any Zone Armor plants already running. I'm guessing they just haven't caught up with the situation yet, and are dealing with the biggest problem of, say, January 2061 instead of the biggest problem of January 2062. I don't blame them one bit.
 
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[] Draft Plan Attempting To Supply Double Zone Armor
I think you'll want to fix this line.
(contra my prediction to @BOTcommander )
May I ask what this is about? If it's something posted in this thread I must have missed it.
@Rakuhn , Derpmind, my plan is quite similar to hers/yours, and I submit that you may wish to consider approval-voting. I will be editing approval-voting into my own plan shortly.
Sure, I'll approval vote your plan.
 
[X] Plan Double Zone Armor
Mainly picking this as like to see the impact of Advanced Alloys Development before we pick our next plan goals
 
In fairness, I am comfortable with Double Zone Armor beating me, because while I would like to do Political Promises this turn, I'm just gonna have to do Banking Reforms next quarter anyway, and on net it doesn't save any Bureaucracy dice or even move the political needle that much anyway.

Although... honestly, what with us promising +240 RpT to InOps, the sheer magnitude of income increase we'll need makes it desirable to increase income a lot. Our budget alone means we'll need another +600-700 RpT to get back up into the comfort zone, and with all the advances we've made in tiberium mining I think we can actually pull that off.

Does anyone feel comfortable promising the Developmentalists +1200 RpT? We could use the support.

Or would y'all rather just wait?

I think you'll want to fix this line.
Already did as of this writing.

May I ask what this is about? If it's something posted in this thread I must have missed it.
A few hours ago I predicted to BOTCommander that no one would find a responsible way to allocate more dice to Zone Armor than I did, for my admittedly idiosyncratic definitions of 'responsible.'

Then you proved me wrong, by spotting a possibility I missed and getting three and two thirds dice instead of just three.

[] Plan Attempting To Supply Double Zone Armor
If it looks iffy, please consider tactical approval-voting of Plan Double Zone Armor alongside of mine. Mine pushes hospitals harder at the expense of hallucinogens, and nets us a bit of friendship in the legislature at the expense of some political promises to do things we were almost certainly going to do anyway, but the plans are very similar except the part where she does banking this turn and I plan to do it next turn. Still gotta get done either way.

But if those differences are important to you, then that's a reason to vote for my plan and not hers, sure.

[] Plan Double Zone Armor
Mainly picking this as like to see the impact of Advanced Alloys Development before we pick our next plan goals
Plan Attempting To Supply The Double Zone Armor also has Advanced Alloys.
 
So, making a couple variants, since a lot of people seem to like the InOps favor.
My plan differs in that I am actually working on Tib Power to see what it looks like when we finish, goes a little lighter on Zone armor investment in favor of a security review for the Agriculture department, and works to finish the Civilian Drone factories.

Won't we only have two turns to complete something like the Governor-A, or am I missing something?
As I understand it, the Interdepartmental favors without a time limit are "sometimes soon", but not "this year".

[X]Plan Fat Sacks of Cash
Infrastructure 5 dice +32 5/5 65R
-[X] Blue Zone Apartment Complexes (Phase 8+9) 15/320 2 dice 20R 75%
-[X] Urban Metros (Phase 4) (New) 0/150 2 dice 30R 76%
-[X] Emergency Caloric Reclamation Processor Installations Phase 1 0/80 1 die 15R 68%
Heavy Industry 5 dice +29 5/5 100R
-[X] Continuous Cycle Fusion Plants (Phase 9) 128/300 3 dice 60R 95%
-[X] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
Light and Chemical Industry 4 dice +24 4/4 100R
-[X] Bergen Superconductor Foundry (Phase 3) 0/380 3 dice 90R
-[X] Civilian Drone Factories 292/380 1 die 10R 52%
Agriculture 4 dice +24 4/4+1 Free Die 50R
-[X] Ranching Domes 228/250 1 die 20R 100%
-[X] Strategic Food Stockpile Construction (Phase 3+4) 128/375 3 dice 30R 44%
-Security Review, 1 die
Tiberium 7 dice +39 7/7 140R
-[X] Tiberium Processing Plants (Stage 2) 20/200 1 die 30R
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 1 die 20R 56%
-[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
-[X] Tiberium Harvesting Claw Deployment 0/380 4 dice 60R 46%
Orbital 6 dice +26 6/6+1 Free die + Erewhon 160R
-[X] GDSS Enterprise (Phase 5) 997/1535 6 dice + Erewhon 140R 58.62%
-[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
Services 5 dice +27 5/5 125R
-[X] NOD Research Initiatives 87/200 1 die 30R 35%
-[X] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%
-[X] Ocular Implant Development 0/120 1 die 20R 28%
Military 8 dice +26 8/8 +5 Free die 225R
-[X] OSRCT Station (Phase 3+4) 5/690 7 dice 160R 10%
-[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
-[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
-[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
-[X] Ground Forces Zone Armor (Set 1) (New York) (Updated) 0/180 1 die 20R
-[X] Ground Forces Zone Armor (Set 1) (Tokyo) (Updated) 0/180 2 dice 40R 39%
Bureaucracy 4 dice +24
-[X] Security Reviews: Agriculture DC50 0/50 2 dice 100%
-[X] Banking Reforms 1 die -100R auto
-[X] Interdepartmental Favors 1 die auto
--[X] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
--[X] SCED: Develop and build at least one Conestoga class : +5 Political Support

[X]Plan Fat Sacks of Cash, Spy edition
Infrastructure 5 dice +32 5/5 65R
-[X] Blue Zone Apartment Complexes (Phase 8+9) 15/320 2 dice 20R 75%
-[X] Urban Metros (Phase 4) (New) 0/150 2 dice 30R 76%
-[X] Emergency Caloric Reclamation Processor Installations Phase 1 0/80 1 die 15R 68%
Heavy Industry 5 dice +29 5/5 100R
-[X] Continuous Cycle Fusion Plants (Phase 9) 128/300 3 dice 60R 95%
-[X] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
Light and Chemical Industry 4 dice +24 4/4 100R
-[X] Bergen Superconductor Foundry (Phase 3) 0/380 3 dice 90R
-[X] Civilian Drone Factories 292/380 1 die 10R 52%
Agriculture 4 dice +24 4/4+1 Free Die 50R
-[X] Ranching Domes 228/250 1 die 20R 100%
-[X] Strategic Food Stockpile Construction (Phase 3+4) 128/375 3 dice 30R 44%
-Security Review, 1 die
Tiberium 7 dice +39 7/7 140R
-[X] Tiberium Processing Plants (Stage 2) 20/200 1 die 30R
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 1 die 20R 56%
-[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
-[X] Tiberium Harvesting Claw Deployment 0/380 4 dice 60R 46%
Orbital 6 dice +26 6/6+1 Free die + Erewhon 160R
-[X] GDSS Enterprise (Phase 5) 997/1535 6 dice + Erewhon 140R 58.62%
-[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
Services 5 dice +27 5/5 125R
-[X] NOD Research Initiatives 87/200 1 die 30R 35%
-[X] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 16%
-[X] Ocular Implant Development 0/120 1 die 20R 28%
Military 8 dice +26 8/8 +5 Free die 225R
-[X] OSRCT Station (Phase 3+4) 5/690 7 dice 160R 10%
-[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
-[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
-[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
-[X] Ground Forces Zone Armor (Set 1) (New York) (Updated) 0/180 1 die 20R
-[X] Ground Forces Zone Armor (Set 1) (Tokyo) (Updated) 0/180 2 dice 40R 39%
Bureaucracy 4 dice +24
-[X] Security Reviews: Agriculture DC50 0/50 2 dice 100%
-[X] Banking Reforms 1 die -100R auto
-[X] Interdepartmental Favors 1 die auto
--[X] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
--[X] SCED: Develop and build at least one Conestoga class : +5 Political Support
--[X] InOps: Give them 60 RpT in Q4 of each year from 2062-65: +10 Political Support
 
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