Plan Goals
[]Plan Attempting to gain party support.
-[]Bureaucracy (4 dice) (+1 Agri dice)
--[]Make Political Promises (Updated) 1 dice
---[] Market Socialist Party: 486 seats (200; 150; 86; 50): Complete Electric Vehicle Factory: +2d6 steps.
---[] Militarist: 754 seats (250; 274; 140; 90): Complete Shark class Frigates: +1d10 steps.
---[] Initiative First: 335 seats (0; 0; 30; 305): N/A
---[] Starbound Party: 461 seats (300; 90; 50; 21): Complete Columbia Phase 1: +2d20 Steps.
---[] 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
---[] 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.
I do not think it is a good idea to simply copy-paste all party demands like this. For example, you are completing to finishing the Seattle shipyard by the end of Q4,
AND to the electric car factory on the same deadline,
and you plan to spend four dice on Zone Armor in this turn alone, and all those things require Free dice, realistically. Promising to start
Columbia now means locking us into losing the full benefits of the station bay we'd normally construct before starting
Columbia, thus ultimately
delaying completion of the project.
The Developmentalists' +1200 RpT requirement is at least simple and perhaps reasonably achievable in the next Plan, but it's very ambitious and we should put real thought into what we'd have to do to make it happen.
--[] Security Reviews (agriculture) 2 Bureaucracy dice, 1 Agriculture dice 100%
-[] Infrastructure 5 dice 90R
--[]Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 28%
--[]Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%
-[]Agriculture (4 dice) 40 R
--[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 18%
--[] Ranching Domes 228/250 1 die 20R 100%
--[] Strategic Food Stockpile Construction (Phase 3) (Updated) 128/175 1 die 10R 93%
--[]1 Agri dice spent on security review
Even with E-CRP, you are going to struggle to get the Stored Food target met this way, because you're starting other projects and doing the security review. We will be forced to spend nearly all our Agriculture dice on the granaries in Q4, or do a second round of E-CRP and accept the Political Support cost we were hoping to avoid. There will be no room to do, say, a second phase of
Vertical Farming as I had hoped to do, because we will have to spend all our Free dice (and possibly more Free dice than we even have) fulfilling all the short-term promises you are making.
-[]Tiberium (7 dice +1 free dice + 1 Erewhon Dice) 175R
--[] Tiberium Dice on marvs (see costs under military) 2 Dice
--[] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/130 1 die 30R 25%
--[] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
--[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
--[] Tiberium Vein Mines (Stage 2) (Updated) 5/195 1 Tiberium dice 1 Free dice 40R
--[] Visceroid Research Programs 0/120 1 Erewhon dice 15R
This is a particularly awkward time for us to build more vein mines, because the Capital Goods cost stays with us forever but the income (which we'll need badly and soon) doesn't. Moreover,
Tiberium Claw Deployment is known to increase the yield of vein mines, and we will need that increase badly and soon too... And I don't see how you plan to finish the project.
-[X]Orbital (6 dice) 120R
--[] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 61%
--[] GDSS Enterprise (Phase 5) 997/1535 2 dice 40R
-=[] Lunar Heavy Metals Mines (Phase 4) 25/350 1 dice 20R
How do you plan to meet our Orbital commitments this way? No dice on finishing the almost-finished
Rare Metals mine, and instead a single die that brings us little closer to finishing a
Heavy Metals mine. Likewise, diversion of three dice from
Enterprise (still about seven or so dice from completion and due next quarter) in order to lock in the more Progress-intensive version of
Columbia before we finish the support infrastructure designed to accelerate construction of the new station.
-[]Military (8 military dice +6 free dice) 290R
--[] Reclamator Hub Red Zone 1 South 0/335 2 Mil 2 Tib dice 80R 58%
--[] Ground Forces Zone Armor (New York) (Updated) 0/180 2 dice 40R 39%
--[] Ground Forces Zone Armor (London) (Updated) 0/180 2 dice 40R 39%
--[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
--[] Shark Class Frigate Shipyards (Seattle) 0/300 1 dice 20R
--[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
--[] Heavy Combat Laser Development 0/40 1 die 20R 100%
--[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
--[] Buckler Shield Development 0/100 1 die 20R 47%
--[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 23%
Total spent, 925R
OSRCT is approximately nine dice from completion. You spend zero dice on OSRCT this turn. It is due in Q4. ASAT is approximately three dice from completion. You spend zero dice on ASAT this turn. It is due in Q4, too.
The Seattle yard is approximately four dice from completion. You spend one die on it and promise the Militarists you will finish it next turn.
Even assuming all the projects with over a 50% of completion finish (and that is unlikely), that means you are committed to spending a minimum of about sixteen Military dice
on Plan targets alone. Realistically, add at least one more for a Plan requirement project that doesn't finish because we're not that lucky, and at least one more to finish a Zone Armor factory, and you're up at eighteen dice out of fifteen possible. Arguably seventeen if we throw in two AA dice and Erewhon.
And then there will be no Free dice to help with the electric car factories (that you promised to build) or with
Enterprise (which was already a plan commitment but delayed to build
Columbia which you promised to build) or the granaries (which you delayed to do a security review and put one die on aquaponics) or anything else.
This plan will cause us to miss Plan targets because we scattershotted investment over too many categories.
...
Furthermore, the lack of reliable Energy-producing sources (since both the lasers and the fusion plants get two dice each) means that we are at considerable risk of getting 'lucky' here and using a lot of Energy on military factories and going into negatives, unless I have miscalculated...
All in all, I have grave concerns that if we selected this plan, it would be nearly impossible to achieve our Plan targets, and indeed this plan also undertakes additional Plan targets that we cannot realistically fulfill in the time available.