[X] Plan Attempting To Supply Double Zone Armor
[X] Plan Double Zone Armor
[X] Plan Fat Sacks of Cash, Spy edition

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.
Or they're thinking "Can we finish off the last yard so the frigate yards are out of the way while GFZA factories become the focus next Plan?"

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

Or would y'all rather just wait?
I honestly think we potentially could manage that (given the RpT jump we had just this Plan, tendrils, nod claws, vein mining, RZ Border Offensives, and super glacier mines), but I'd honestly say don't promise. While it seems possible, we might end up needing to focus on that to the detriment of other priorities, whereas getting only 700-800 more RpT next Plan would be on par with this Plan and easily ought to cover our budget needs at a minimum.
 
[X] Plan Double Zone Armor

The heavy investment into development projects in Services is what sold me. I'd like to look into the STU alloys, but I am willing to wait.
 
Even without the PS cost on E-CRP, it still leaves a bad taste in the mouth, so...

[X] Plan: Chicago no CRP
-[X] Infrastructure 5/5 100R
--[X] Chicago Planned City (Phase 4) 3/550 5 dice 80R small but non-zero completion chance
-[X] Heavy Industry 5/5 110R
--[X] Chicago Planned City (Phase 4) 3/550 1 HI die 20R
--[X] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
--[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
--[X] Distributed Heavy Industrial Authority 1 die 30R
-[X] Light and Chemical Industry 4/4 120R
--[X] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
-[X] Agriculture 7+AA/4 90R
--[X] Ranching Domes 228/250 1 die 20R 100%
--[X] Strategic Food Stockpile Construction (Phase 3+4+5+6) 128/775 6+AA dice 70R 6+AA/9 median
-[X] Tiberium 7/7 155R
--[X] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%
--[X] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%
--[X] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%
--[X] Red Zone Energy Refits (Phase 1) 0/350 2 dice 50R 2/4 median
-[X] Orbital 6+E/6 120R
--[X] GDSS Enterprise (Phase 5) 997/1535 5+E dice 120R 18%
--[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
-[X] Services 5/5 125R
--[X] Human Genetic Engineering Programs 0/120 1 die 25R 28%
--[X] NOD Research Initiatives 87/200 1 die 30R 30%
--[X] Regional Hospital Expansions (Phase 1) 0/300 2 dice 50R 2/4 median
--[X] Ocular Implant Development (New) 0/120 1 die 20R 28%
-[X] Military 12/8 225R
--[X] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
--[X] Orbital Strike Regimental Combat Team Stations (Phase 3+4) 5/690 7 dice 140R 28%
--[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] Bureaucracy 4/4 0R
--[X] Administrative Assistance 2 die auto - Strategic Food Stockpile Construction
--[X] Make Political Promises (Updated) 1 die auto
---[X] Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌: Complete Shark class Frigates: +1d10 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] 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

7/7 Free Dice
1/1 Erewhon Die
1045/1200 R

We have sufficient Agri dice to finish the Stockpiles next turn.
We also have sufficient Military and Free dice to finish Plan goals, and put 6 dice on ZA Factories and 4 dice on the last Frigate Yard next turn.
 
[X] Plan Attempting To Supply Double Zone Armor

Starting up the HI cap goods department ASAP is one of my top priorities, there's no such thing as too many cap goods. And the distributed nature will help bulk out the refounded urban cores (along with the LCI one... eventually, but that's inefficient enough that it has to wait for a bit).
 
I'm no fan of E-CR(a)P myself. If I had to choose between it and starvation, I'd have to do some serious deliberation.

But so long as that is the intention with the stuff, and it frees things up for Vertical Farms, Aquaponics and more Ranching Domes at no political cost, I can tolerate it. Food quality and diversity is of great importance to me.
 
Four Year Plan Required Dice as of the start of Q3 2061.
Infrastructure Projects
Infrastructure has the most die efficient remaining way of getting Food Reserve from Emergency Caloric Reclamation Processor Installations. It also contains the alternative for the Processing Goal in the form of Chicago.

Required Projects:
-None

Semi Required Projects:
-Emergency Caloric Reclamation Processor Installations Phase 1-2: 0/160 Progress ~2 dice median
--Requires 5 Political Support
--Provides 10 Food Reserve

Alternative Projects: (Replacing Tiberium Processing Plants)
-Chicago Planned City Phase 4: 3/550 Progress ~6 Dice
--Requires 1 Heavy Industry die
--Requires 4 Energy
--Requires 2 Logistics
--Requires 4 Labor
--Provides 8 Consumer Goods
--Provides 6 Capital Goods
--Provides 280 Processing
--Note: Chicago is less efficient at providing Processing then building more Tiberium Processing Plants, however it does provide many other benefits

Infrastructure Total = 2 (6 with Chicago and No CRP) dice
10 Infrastructure dice for the rest of the Plan, 8 (4 with Chicago and No CRP) dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of the Industrial Lasers.

Required Projects:
-Crystal Beam Industrial Laser Deployment: 433/600 Progress, ~2 dice median
--Provides 10 Energy
--Provides 6 Capital Goods

Semi Required Projects:
-None

Note: Chicago Phase 4 is an alternative for the Progressing Goal and requires 1 Heavy Industry die to activate.

Heavy Industry Total = 2 (3 with Chicago) dice
10 Heavy Industry dice for the rest of the Plan, 8 (7 with Chicago) dice available, 0 free dice required
Agricultural Projects
Agriculture provides the most variety in options to fulfill the 8 point Food Reserve requirement.

Required Projects:
-8 additional points in Food Reserve (Provided by ECRP)

Semi Required Projects:
-None

Alternative Projects: (No CRP)
-Strategic Food Stockpile Construction Phase 3-6: 128/775 Progress ~9 dice median
--Requires 12 Food
--Provides 8 Food Reserve

-Ranching Domes: 228/250 Progress 1 die
--Requires 4 Food
--Requires 2 Energy
--Requires 2 Labor
--Provides 8 Consumer Goods

Agricultural Total = 0 (10 with No CRP and Ranching)
8 Agricultural Dice for the rest of the Plan, 8 (0 with No CRP and Ranching) dice available, 0 (2 with No CRP and Ranching) free dice required.
Tiberium Projects
Tiberium is the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing Phase 4 of the Chicago Planned City. However, it is 2.5 times as much progress as the Tiberium Processing Plants. Still, because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-None

Semi Required Projects:
-Processing: 280 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 2 (0 with Chicago)
14 Tiberium Dice for the rest of the Plan, 12 (14 with Chicago) dice available, no free dice required.
Orbital Projects
Orbital requires the completion of Enterprise and one more Lunar Mine.

-Complete GDSS Enterprise: 997/1535 Progress ~7 dice median
--Provides 2 Capital Goods
--Provides 2 Consumer Goods

-Complete one more phase of Space Mines:
--Rare Metals Mines Phase 2: 56/135 Progress ~1 die median
---Provides +5 RpT

Semi Required Projects:
-None

Orbital Total = 8
12 Orbital Dice for the rest of the Plan, 4 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects along with a few more extensive projects such as OSRCT and the Escort Carriers.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~2 dice median
-General Military Total = 2 dice

Space Force
-Complete OSRCT Phase 3-4: 5/690 Progress ~9 dice median
-Space Force Total = 9 dice

Ground Forces
-Complete one more phase of URLS production: 133/200 Progress ~1 die median
--Requires 2 Energy
-Ground Forces Total = 1 dice

Navy
-Escort Carrier Shipyards (Newark): 179/240 ~1 die median
--Requires 5 Energy
--Requires 2 Capital Goods
-Navy Total = 1 die

Steel Talons
-Deploy Mastodon: 144/225 Progress ~1 die
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 STU
--Requires 1 Labor
-Steel Talons Total = 1 die

Alternative Projects: (To head off future issues)
-Ground Forces Zone Armor (Set 1) (New York): 0/180 ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 2 Labor
-Ground Forces Zone Armor (Set 1) (New Sevastopol): 0/180 ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 2 Labor
--Note: Zone Armor is going to be a significant part of the coming plan, additionally the factories are needed to free up ZOCOM's forces.

Military Total = 14 (18 with ZOCOM) dice
16 Military dice for the rest of the Plan, 2 (0 with ZOCOM) dice available, 0 (2 with ZOCOM) free dice required.
Economic Targets/Factors
-Energy: 17 current, 4 in reserve
--4 Required by Tiberium Processing Plants/Chicago, same cost for both
--2 Required by URLS
--5 Required by Escort Carrier Shipyards (New York)
--3 Required by Mastodon Deployment
--10 Provided by Crystal Beam Industrial Lasers Deployment
--Net: 13 Energy
--2 Required by Ranching Domes
--3 Required by Ground Forces Zone Armor (Set 1) (New York)
--3 Required by Ground Forces Zone Armor (Set 1) (New Sevastopol)
--Net Alternative: 5 Energy

-Logistics:‌ 30
--3 Required by Tiberium Processing Plants
--Net: 27 Logistics
--2 Required by Chicago
--Net Alternative: 28 Logistics
--Note this is assumes the losses from military activity are permanent

-Food:‌ 27
--6 Required by Refugees
--Net: 21 Food
--12 Required by Strategic Stockpile Construction
--4 Required by Ranching Domes
--Net Alternative: 5 Food

-Food Reserve: 20 in reserve, must produce 8 for plan
--10 Produced by Emergency Caloric Reclamation Processor Installation
--Total Produced: 10
--Net: 30 Food Reserve
--8 Produced by Strategic Stockpile Construction
--Total Alternative Produced: 8
--Net Alternative: 28

-Capital Goods: 16, 130 in Reserve
--2 Required by Escort Carrier Shipyards (New York)
--1 Required by Mastodon Deployment
--6 Provided by Crystal Beam Industrial Laser Deployment
--2 Provided by Enterprise
--Net: 21 Capital Goods
--1 Required by Ground Forces Zone Armor (Set 1) (New York)
--1 Required by Ground Forces Zone Armor (Set 1) (New Sevastopol)
--6 Provided by Chicago
--Net Alternative: 25 Capital Goods

-Consumer Goods: 58 current
--2 Provided by Enterprise
--8 Provided by current growth
--Total Produced: 10
--Net: 68 Consumer Goods
--10 Provided by Chicago
--8 Provided by Ranching Domes
--Net Alternative: 86 Consumer Goods

-Labor: 47
--8 Provided by current gains
--1 Required by Mastodon Deployment
--Net: 54 Labor
--4 Required by Chicago
--2 Required by Ranching Domes
--2 Required by Ground Forces Zone Armor (Set 1) (New York)
--2 Required by Ground Forces Zone Armor (Set 1) (New Sevastopol)
--Net Alternative: 44 Labor

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 10 Total, 2 (6 with Chicago and No CRP) Required, 8 (4 with Chicago and No CRP) Available
Heavy Industry: 10 Total, 2 (3 with Chicago) Required, 8 (7 with Chicago) Available
Light and Chemical Industry: 8 Total, 0 Required, 8 Available
Agriculture: 8 Total, 0 (10 with No CRP and Ranching) Required, 8 (0 with No CRP and Ranching) Available, 0 (2 with No CRP and Ranching) Free Die Required
Tiberium: 14 Total, 2 (0 with Chicago) Required, 12 (14 with Chicago) Available
Orbital: 12 Total, 8 Required, 4 Available
Services: 10 Total, 0 Required, 10 Available
Military: 16 Total, 14 (21 with General Build Up) Required, 2 (0 with General Build Up) Available, 0 (5 with General Build Up) Free Die Required
Free: 14 Total, 0 (6 with Alternatives) Required, 14 (8 with Alternatives) Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.
-Alternatives are projects that we are considering because they are Unofficial Plan Goals due to their utility, the die cheapest route has consequences we find undesirable, or they have additional benefits and synergies.

Any questions/comments are welcome.
 
...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.

This is a bad time to do security reviews on Agriculture; we have some pretty urgent Agriculture projects and a lot to do there.
I chose to do Tib Power because while I'm doing a bunch of projects that will provide energy when they complete, the HI ones are in the 50-60% probability range. And while several of the projects I have that use energy have a low probability of completion, it would be quite possible for neither to complete, and our Energy rating to go down far more than I'm comfortable with. And, what Derpmind said - it's received a boost from the Bogatyr research, and as mentioned we'll be getting added PS from Favors. And while it's not likely to lead us to a "how to get rid of Liquid Tiberium" technology, it may well provide some benefits in Tiberium handling/safety, and dealing with other Tiberium technologies.

And I disagree - I think this is the best time to do a security review on Agriculture, to make sure we're not getting inaccurate information that would jeopardize our Plan Goal. (Do I think that's particularly likely? No. Do I think it's possible? Yes. Anyone looking to sabotage the Treasury politically could see this is one of the goals we're weakest to an appearance we're not trying to complete it.)
 
[x] Plan Attempting To Supply Double Zone Armor
[x] Plan Double Zone Armor
 
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'm in favor.

[X] Plan Attempting To Supply Double Zone Armor
 
[X] Plan Attempting To Supply Double Zone Armor
[X] Plan Double Zone Armor
[X] Plan Fat Sacks of Cash, Spy edition
 
-[ ] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
Personally I thought this looked like a good deal. Assuming planned cities count, we'd have Karachi, Chicago, North Boston and Reykjavik. We're already committed to Karachi, Chicago makes a lot of capital and consumer good, plus Tiberium Processing Capacity, none of which we can ever get enough of. North Boston feeds our never ending demand for electronics, and Reykjavik is something we want for all the power armor we need, not to mention the mechs. And all of that is before we get into the actual capstone bonuses.

But others are shaking their heads at this, so an I missing something?
 
Personally I thought this looked like a good deal. Assuming planned cities count, we'd have Karachi, Chicago, North Boston and Reykjavik. We're already committed to Karachi, Chicago makes a lot of capital and consumer good, plus Tiberium Processing Capacity, none of which we can ever get enough of. North Boston feeds our never ending demand for electronics, and Reykjavik is something we want for all the power armor we need, not to mention the mechs. And all of that is before we get into the actual capstone bonuses.

But others are shaking their heads at this, so an I missing something?
Maybe they weren't thinking about the cities as capstones? (Does Karachi count as an industrial one? I know Chi-town should.)
 
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