Supporting Zone Armor plans as you might expect.

[X] Plan Double Zone Armor
[X] Plan Attempting To Supply Double Zone Armor
[X]Plan Fat Sacks of Cash
[X]Plan Fat Sacks of Cash, Spy edition
 
Won't we only have two turns to complete something like the Governor-A, or am I missing something?
Ithillid already told us that the Navy just expects us to keep working steadily on the project without quitting. There's no precise time limit, but they'll get cranky if we sit around for a long time without working on it.

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,
...Why this turn? Just because we can? Your plans provide an enormous amount of Energy from fusion and crystal beam deployment. We'd be rocking a huge surplus. It seems like a time when saying "oh yeah and we need to build some tiberium power plants just because" would be a particularly hard sell under your plan.

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
This is a bad time to do security reviews on Agriculture; we have some pretty urgent Agriculture projects and a lot to do there.

Yet another minor edits that need editing!
And fixed.

By the way... does anyone know where New Sevastopol is? It's not near 'Old Sevastopol' because that's in the Crimea or thereabouts, right in the heart of a giant continental Red Zone. I imagine it's somewhere in Russia, which isn't a bad place, but London is just about as close to the nearest prospective site for a Red Zone Border Offensive, if not closer. And that's the criterion I'm using for where to put the factories, since I'm hoping some of the first formed units equipped from those factories will be made available to help secure those border offensives.
 
By the way... does anyone know where New Sevastopol is? It's not near 'Old Sevastopol' because that's in the Crimea or thereabouts, right in the heart of a giant continental Red Zone. I imagine it's somewhere in Russia, which isn't a bad place, but London is just about as close to the nearest prospective site for a Red Zone Border Offensive, if not closer. And that's the criterion I'm using for where to put the factories, since I'm hoping some of the first formed units equipped from those factories will be made available to help secure those border offensives.
It is one of the cities built in the Siberian Blue Zone.

Edit: basically, it is right next to Penzin Bay.
 
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Plan Goals
Food: 8 points in reserve
Processing: 280 points

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Complete Shark class Frigates
Deploy Crystal Beam Industrial Laser
Complete Electric Vehicle Factory
Complete Columbia Phase 1
Complete Ranching Domes
Commit to completing Chicago Planned City next plan
Commit to Increase Red Zone Abatement by at least 20 points next plan
Commit to raising GDI Income by at least 1200 over the course of the next plan


Resources:‌ ‌1200 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
22.47 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.32 Yellow Zone (93 points of mitigation)
53.51 Red Zone (65 points of mitigation)

Current Economic Issues:
Housing: +47 (20 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17 (+4 in reserve)
Logistics: +30 (-3 from military activity)
Food: +27 (+20 in reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16 (+130 in reserve)
STUs: +11
Consumer Goods: +58 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +47 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2115/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Maintenance Reductions: +40
Green Zone Water: +6

[X]Plan Attempting to gain party support.
-[X]Bureaucracy (4 dice) (+1 Agri dice)
--[X]Make Political Promises (Updated) 1 dice
---[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
---[X] Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌: Complete Shark class Frigates: +1d10 steps.
---[X] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: N/A
---[X] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 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] 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] Interdepartmental Favors (Updated) 1 Dice
---[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] Security Reviews (agriculture) 2 Bureaucracy dice, 1 Agriculture dice 100%
-[X] Infrastructure 5 dice 90R
--[X]Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 28%
--[X]Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%
-[X]Heavy Industry (5 dice) 90R
--[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] Personal Electric Vehicle Plants 0/300 1 dice 10R
-[X]Light and Chemical Industry (4 dice) 80R
--[X]Civilian Drone Factories 292/380 2 dice 20R 97%
--[X] Bergen Superconductor Foundry (Phase 3) 0/380 2 Dice 60R
-[X]Agriculture (4 dice) 40 R
--[X] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 18%
--[X] Ranching Domes 228/250 1 die 20R 100%
--[X] Strategic Food Stockpile Construction (Phase 3) (Updated) 128/175 1 die 10R 93%
--[X]1 Agri dice spent on security review
-[X]Tiberium (7 dice +1 free dice + 1 Erewhon Dice) 175R
--[X] Tiberium Dice on marvs (see costs under military) 2 Dice
--[X] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/130 1 die 30R 25%
--[X] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
--[X] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
--[X] Tiberium Vein Mines (Stage 2) (Updated) 5/195 1 Tiberium dice 1 Free dice 40R
--[X] Visceroid Research Programs 0/120 1 Erewhon dice 15R
-[X]Orbital (6 dice) 120R
--[X] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 61%
--[X] GDSS Enterprise (Phase 5) 997/1535 2 dice 40R
-=[X] Lunar Heavy Metals Mines (Phase 4) 25/350 1 dice 20R
-[X]Services (5 dice) 120R
--[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 3 dice 75R 16%
-[X]Military (8 military dice +6 free dice) 290R
--[X] Reclamator Hub Red Zone 1 South 0/335 2 Mil 2 Tib dice 80R 58%
--[X] Ground Forces Zone Armor (New York) (Updated) 0/180 2 dice 40R 39%
--[X] Ground Forces Zone Armor (London) (Updated) 0/180 2 dice 40R 39%
--[X] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
--[X] Shark Class Frigate Shipyards (Seattle) 0/300 1 dice 20R
--[X] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
--[X] Heavy Combat Laser Development 0/40 1 die 20R 100%
--[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
--[X] Buckler Shield Development 0/100 1 die 20R 47%
--[X] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 23%
Total spent, 925R
 
They're the installations to use them in an emergency, not active food generation. With no PS cost, they're the most efficient way to meet our storage goals.

But looking over them, yes.
 
...Why this turn? Just because we can? Your plans provide an enormous amount of Energy from fusion and crystal beam deployment. We'd be rocking a huge surplus. It seems like a time when saying "oh yeah and we need to build some tiberium power plants just because" would be a particularly hard sell under your plan.
They've been improved thanks to the Bogotar research from +8 Energy to +10 Energy. And the sooner we start on it, the sooner we get Tiberium Energy research started up and whatever might be behind there. And the PS cost is much easier to handle now that we're doing the Interdepartmental Fafors. Earlier versions of my plan put a die that way, too.
 
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.
 
….Does literally every plan use the Crap noodles? :(:(
Currently looks that way.😞
Well the other option is completing 648 progress on strategic food stockpiles. The infrastrucutre option doesn't even have a PS penalty anymore.
Well once we complete one more phase of "strategic food stockpiles" we will likely be able to use "Extra Large Food Stockpiles" one more time. Is that so @Ithillid?
 
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….Does literally every plan use the Crap noodles? :(:(
You can write a plan that doesn't, but I suggest you scrape loose some Free dice for building granaries.

Tell you what. Take my Double Zone Armor plan. Take the Free die and the AA die off the London Zone Armor plant, and put them on granaries. Do what you like with the freed-up Infrastructure die. We'd then at least have a reasonable chance. I suggest calling it Attempting To Take No CRP.

They've been improved thanks to the Bogotar research from +8 Energy to +10 Energy. And the sooner we start on it, the sooner we get Tiberium Energy research started up and whatever might be behind there. And the PS cost is much easier to handle now that we're doing the Interdepartmental Fafors. Earlier versions of my plan put a die that way, too.
Ah. Still, I'd rather defer them until Q4; there's just so much more that we need to do more urgently. Or such is my feeling.

Well once we complete one more phase of "strategic food stockpiles" we will likely be able to use "Extra Large Food Stockpiles" one more time. Is that so @Ithillid?
Guessing no.

I think we just... had... like eight stockpile phases worth of storage space at quest start, which just happened to be nearly empty. ELFS was the act of us filling those existing warehouses to the brim with a combined total of 16 Stored Food. Now each new warehouse we build is, I gather, pre-filled to ELFS levels and stores 2 Stored Food each.
 
[X] Plan Double Zone Armor
[X] Plan Attempting To Supply Double Zone Armor

Pretty ok with either, if the votes are still close near the deadline will decide which one to support.
Would prefer at least one ASAT die, but i do see the arguments and math is looking good for the plan goals, so i am ok with it as is.
 
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[X] Plan Attempting To Supply Double Zone Armor

I like this one. We needed it pre-war but it'll do.
 
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