I doubt Karachi counts. It is a transport hub.

So we'd likely be looking at needing to complete Boston and Nuuk, or Reykjavik and Bergen.
And locking in such a big commitment for a little bit of party support?
 
Boston and Nuuk need to get capped off on principle, or Boston and Reykjavik.
 
Boston and Nuuk need to get capped off on principle, or Boston and Reykjavik.

Heh, it still cracks me up that it's called "North Boston". The described location is ... west of Boston. Maybe northwest if we're being super generous. "North" Boston would be Malden or Revere or some shit like that. /near-Boston resident rant; let's just say that I got a kick out of some of Fallout 4's uh, "creative liberties"
 
Heh, it still cracks me up that it's called "North Boston". The described location is ... west of Boston. Maybe northwest if we're being super generous. "North" Boston would be Malden or Revere or some shit like that. /near-Boston resident rant; let's just say that I got a kick out of some of Fallout 4's uh, "creative liberties"

This is in keeping with the long held human tradition of not knowing what we're doing. How often do places get really incorrect or misleading names?
 
Under the circumstances, I'd rather not spin off both departments here. Especially since next turn, you are likely to need (with this plan) to work on the Phase 9 fusion plants, and may need to spend a third die on crystal lasers. I think DHIA is worth it, but DAE is not until and unless we can get some assurance of having more Heavy Industry dice to work with next plan.

Given that we're going to be hard up for money, I think the DDM is a bad choice to commit to. There will assuredly not be time to finish the nanotube foundries before the end of the year. Furthermore, Bergen Phase 3 is an important project for future high-efficiency fusion reactors, and we won't be able to pay for it soon.

This isn't necessarily a BAD plan, but I must question the wisdom of investing on the mechanization right now (when it is strictly optional). If you don't plan to do E-CRP (which isn't in your plan), then you need to finish four phases of stockpiles, and need more dice on that project more urgently than you need to complete the mechanization.

I think it would be more efficient and wise to scrap the mechanization, put one of the freed-up dice on Enterprise, and the other two on the stockpiles. It's best to put AA dice on cheap projects that would otherwise have a low chance of completion, such as Advanced Alloys or the Mastodon factories.

Putting Erewhon on the Nod research is rather clever, you know. Inefficient, but clever.

I want to note that the general public seems happy with the health care system at the moment; even the newly refounded cities have health care, just not fully developed major hospital complexes right next door. Airlift to major hospitals is available nearby, and they have clinics and emergency care. I suggest spending Service dice on ocular implants and genetics research, which are more likely to improve health outcomes in the medium run.

Of course, I will not be voting for your plan, since it has no Zone Armor. Just saying.

- We have:
[ ] Red Zone Energy Refits (Phase 1) (New)
While the layouts of existing Red Zone harvesting operations are dramatically inefficient for the Ion Storm collectors compared to the proposed models, refitting some number of operations will have significant power savings for the rest of the Initiative's energy system.
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)
(Progress 0/350: 25 resources per die) (+10 Energy)

For power production in Q3-4 so that we save Tiberium Harvesting for next plan to ramp up quickly. Why would we need to build another round of Fusion Plants any time this or next year if we complete them and start DAE now?

- Nanotubes are the source of our cheap military protective gear and having more of them means we get at least more ablat if not also something more in the cheap options in the military. Bergen can wait for next plan.

- I have put 4 Dice on Stockpiles and even showed the math for that doing two phases of stockpiles this turn and being able to do two more next turn. We are going to get another stockpile plan goal next plan so any overroll in Q4 will go towards doing that and Mechanization gets us the most food the fastest.

- Enterprise has an Average DC of 56 to complete this turn. That works for me just fine, but I guess I need to change a few things up because of not being able to use both AA dice this vote if I want it to pass.

- Building Hospitals as part of the new city centers is important, but I guess it can wait a turn.

- Yeah I can tell no votes are incoming unless there is Zone Armor factories in the plan and we gather up some more political support. OK my final plan version for this quarter:

[X] Plan Running on Glass v3.2:
-[X] Infrastructure 5/5 120 Resources:
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[X] Suborbital Shuttle Service (Phase 2) 22/250 25 Resources per Die, 4 Dice = 100 Resources
-[X] Heavy Industry 5/5 Dice 95 Resources:
--[X] Advanced Alloys Development (Tech) 0/120 15 Resources per Die, 1 Die = 15 Resources
--[X] Crystal Beam Industrial Laser Deployment 433/600 20 Resources per Die, 2 Die = 40 Resources
--[X] Division of Alternative Energy -10 RpT -1 Heavy Industry Die
--[X] Distributed Heavy Industrial Authority -30 RpT -1 Heavy Industry Die
-[X] Light and Chemical Industry 4/4 60 Resources:
--[X] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[X] Carbon Nanotube Foundry Expansions 0/300 20 Resources per Die, 1 Die = 20 Resources
--[X] Artificial Wood Development (Tech) 0/60 10 Resources per Die, 1 Die = 10 Resources
--[X] Department of Distributed Manufactures -1 Light and Chemical Die, -20 RpT
-[X] Agriculture 4/4 Dice + 4 Free Dice 105 Resources:
--[X] Agriculture Mechanization Projects (Phase 2) (Updated) 26/250 15 Resources per Die, 3 Dice= 45 Resources
--[X] Ranching Domes 228/250 20 Resources per Die, 1 Die = 20 Resources
--[X] Strategic Food Stockpile Construction (Phase 3) 138/175 10 Resources per Die, 4 Dice = 40 Resources
-[X] Tiberium 7/7 Dice 185 Resources:
--[X] Tiberium Processing Plants (Stage 2) 20/200 30 Resources per Die, 2 Die = 60 Resources
--[X] Venusian Tiberium Studies (New) 0/120 25 Resources per Die, 1 Die = 25 Resources
--[X] Red Zone Energy Refits (Phase 1) (New) 0/350 25 Resources per Die, 4 Dice = 100 Resources
-[X] Orbital Industry 6/6 Dice + Erewhon Die + 1 Administrative Assistance Die 160 Resources:
--[X] GDSS Enterprise (Phase 5) 997/1535 20 Resources per Die, 5 Dice + Erewhon Die + 1 Administrative Assistance Die = 140 Resources
--[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 20 Resources per Die, 1 Die = 20 Resources
-[X] Services 5/5 Dice 115 Resources:
--[X] Human Genetic Engineering Programs (Tech) 0/120 25 Resources per Die, 1 Die = 25 Resources
--[X] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[X] NOD Research Initiatives 87/200 30 Resources per Die, 1 Die = 30 Resources
--[X] Regional Hospital Expansions (Phase 1) (New) 0/300 25 Resources per Die, 1 Die = 25 Resources
--[X] Ocular Implant Development (Platform) 0/120 20 Resources per Die, 1 Die = 20 resources
-[X] Military 8/8 Dice + 3 Free Dice 205 Resources:
--[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 resources per Die, 4 Dice = 80 Resources
--[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 15 resources per Die, 1 Die = 15 Resources
--[X] Ground Forces Zone Armor (Set 1) (Updated) New York 0/180 20 Resources per Die, 2 Die = 40 Resources
--[X] Ground Forces Zone Armor (Set 1) (Updated) New Sevastopol 0/180 20 Resources per Die, 2 Die = 40 Resources
--[X] Escort Carrier Shipyards (High Priority) Newark 179/240 20 Resources per Die, 1 Die = 20 Resources
--[X] Mastodon Heavy Assault Walker Deployment (High Priority) 144/225 10 Resources per Die, 1 Die = 10 Resources
-[X] Bureaucracy 4/4 Dice:
--[X] Administrative Assistance Enterprise 2 Die
--[X] Make Political Promises
---[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
---[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] 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

120+95+60+105+185+160+115+205 = 1045/1200

My plan still doesn't do the Improved Hewlett Gardener Process Development because we haven't finished the NOD Gacha yet which might get us some sort of better Tiberium Processing and also I'm aiming for all Plan Goals to be doable in Q4 2016:

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 4 Dice on Suborbital Shuttle Service for a 98% chance and an Average DC of 22 to complete Phase 2 and a 8% chance and an Average DC of
72 to complete the entire Action. Metro expansion is cheap so we should do it after the Shuttle Service is done.

- 1 Die on Advanced Alloys Development for a 30% chance and a DC of 76 to complete. I'm trying not to waste Dice with this one.
- 2 Die on Crystal Beam Industrial Laser Deployment for a 57% chance and an Average DC of 47 of to complete this plan goal.
- 1 Die on Division of Alternative Energy to get some regular Energy income going.
- 1 Die on Distributed Heavy Industrial Authority to get some regular Capital Goods income going.

- 1 Die on Civilian Drone Factories for a 52% chance and a DC of 49 to complete this Action.
- 1 Die on Carbon Nanotube Foundry Expansions because we have so many uses for Nanotubes, most of them Military including Ablat.
- 1 Die on Artificial Wood Development for a 85% chance and a DC of 21 to reinvent toilet paper properly.
- 1 Die on Department of Distributed Manufactures so we start rebuilding our old-school Capital Goods manufacturing.

- 3 Dice on Agriculture Mechanization Projects for a 61% chance and an Average DC of 46 to complete this action and get us more food.
- 1 Die on Ranching Domes for a 100% chance and a DC of 1 to complete them and get some meat production going unless they autocomplete next turn.
- 4 Dice on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 1 to complete Phase 3, a 90% chance and an Average DC of 32 to complete Phase 4 and a 2% chance and an Average DC of 82 to complete Phase 5. We need Phase 7 done for our plan goal without CRP.

- 2 Die on Tiberium Processing Plants Stage 2 for a 63% chance and an Average DC of 44 to complete this and be done with a plan goal.
- 1 Die on Venusian Tiberium for a 40% chance and a DC of 66 to complete this and finish the Tiberium Heist.
- 4 Dice on Red Zone Energy Refits to get that rolling and not have to build more fusion power plants. 65% chance and an Average DC of 45 to complete a Phase this turn.

- 5 Dice, Erewhon and 1 Administrative Assistance Die on Enterprise for a 29% chance and an Average DC of 56 to complete. In other words probably done this turn and if not will need 1-2 Die to finish it in Q4.
- 1 Die on Lunar Rare Metals Harvesting for a 83% chance and a DC of 18 to complete that plan goal.

- 1 Die on Human Genetic Engineering Programs for a 28% chance and a DC of 78 to complete this action.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete that and get people some more stims to take the edge off.
- 1 Die on NOD Research Initiatives for a 35% chance and a DC of 71 to complete that and get the NOD gacha rolling.
- 1 Die on Regional Hospital Expansions for a 1/4 Median and no DC to complete it this turn, but it needs to get done.
- 1 Die on Ocular Implant Development for a 28% chance and a DC of 78 to complete this action and get people some sight replacement.

- 4 Dice on Orbital Strike Regimental Combat Team Stations for a 81% chance and an Average DC of 47 to complete Phase 3 and keep this plan goal rolling.
- 2 Die on Ground Forces Zone Armor each in New York and New Sevastopol for a 39% chance and an Average DC of 57 to complete and get ZOCOM some relief.
- 1 Die on Escort Carrier Shipyards Newark for a 81% chance and a DC of 20 to complete this plan goal.
- 1 Die on Mastadon deployment for a 61% chance and a DC of 40 to get Steel Talons a new set of bases. Hopefully Steel Talons get new bases next turn.

- 2 Die on Administrative Assistance on Enterprise so that we can get that done the turn after the next for sure.
- 1 Die on Make Political Promises to promise to complete Chicago next plan, do Ranching Domes and do 20 points of Red Zone Abatement next plan. All things we would do anyways so might as well get some boni from them before we do them.
- 1 Die on Interdepartmental Favors to Develop and Deploy Governor A, build at least two Zone Armor Factories by the end of the year, develop and build at least one Conestoga and give InOps funds at the end of each year until 2065 and us reasons to keep mining Tiberium troughout the next plan. I'm a little iffy on the Governor A and Conestoga, but no one has been screaming that those are trap options this close to the end of the plan so I think they are fine.
 
@Simon_Jester Could you include the Free Market Party in the Political Promises?
I'd love to, but "Turn over 5 Capital Goods, and 20 resources per turn to the private market" runs us into some problems. Now, from what @Ithillid 's told us, I'm pretty sure that's "do so by 2061Q4." If he tells me I'm wrong, I'll be delighted to do this for you without hesitation!

But otherwise, well. Lemme think.

We're at +16 Capital Goods. Our planned +Capital Goods projects for the reasonably near future (say, the next four turns) are Crystal Beam for +6, Bergen Phase 3 for +2, Enterprise Phase 2 for +2, and generously let's say Chicago Phase 4 for +6. Reykjavik is probably out of reach within that narrow window, though I expect it to come online some time in late 2062 or early 2063, followed by a major Heavy Industrial megaproject some time in 2063 and so on.

For me, there's also the DHIA, which generates +8 Capital Goods trickling in over the next four turns. Derpmind's Plan Double Zone Armor does not have this. Just noticed that. Note that I do plan to throw two dice at Advanced Alloys next turn, one more at fusion, and hopefully with Free dice have a chance of finishing Suzuka.

Our planned -Capital Goods for the next four turns or so are- I will be a bit generous here. Personal Electric Vehicle Plants for -2, probably Agriculture Mechanization Phase 2 for -1 because we kind of need the Food at this point, Tiberium Claw Harvesting for -2, Regional Hospital Expansion Phase 1 for -1, I'd say at least four Ground Force Zone Armor plants for -4 as I have no intention of stopping construction outright even in 2062Q1, the Newark yard for -2, the Seattle yard for -2, the Mastodon factories for -1, aaand about ten phases of vein mining in early 2061 for -10.

So we start at +16. Roughly estimating, we go up to +16+6+2+2+6 +8 (for me) = +40...

Then back down to +40-2-1-2-1-4-2-2-1-10 = +40-25 = +15 Capital Goods...

Huh. You know what? We can swing that after all. Son of a gun. I wasn't expecting to have that much of an edge. Okay, it'll eat into our margin of error, but if Parliament'll let us do it, it's probably actually for the best, and we'll still have most of our margin of error, as long as we bite the bullet and finish Chicago Phase 4 some time in the next year.

Damn. We can do that after all.

Okay everyone, I'm adding it in! Soon as I get a chance after reading all these responses!

Even without the PS cost on E-CRP, it still leaves a bad taste in the mouth, so...
I see what you did there lol.

-[] Heavy Industry 5/5 110R
--[] Chicago Planned City (Phase 4) 3/550 1 HI die 20R
--[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
--[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
--[] Distributed Heavy Industrial Authority 1 die 30R
I strongly recommend a die on fusion power over the LVPAD die. Sadly, we're gonna need the Energy fairly soon, and we need to plan ahead because ideally we want to avoid spending more 20 R/die dice than we have to in early 2062.

-[] Tiberium 7/7 155R
--[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 25%
--[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 35%
--[] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%
--[] Red Zone Energy Refits (Phase 1) 0/350 2 dice 50R 2/4 median
I strongly recommend adding Venusian Tiberium Studies. The fact that you're doing Chicago means you don't need a round of Processing Plants, which is nice, though we'll probably need to build them anyway early in 2062 to handle our projected income surge. Maybe 2062Q2-Q3, and even then we might bump into a bottleneck. Then again, there might be time for you to start the plants in Q4.

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.
Uh, nitpick. It is likely that at least some of the projects you favor won't finish in Military (overwhelmingly so for OSRCT), so I'm pretty sure your Military dice budget will be tighter than you think. I suspect you won't get six dice to spare on Zone Armor unless we successfully beat the drum for a LOT of Free dice on Military, which will be painful because we will have significant other passion projects that go unfunded to make that happen and it'll be the last chance to fund anything expensive and strictly optional for a while.

[] Plan Double Zone Armor
[]Plan Fat Sacks of Cash, Spy edition
[] Plan Lots Of Promises
Hm. Do you prefer Derpmind's plan over mine because of the banks?

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.
Hm, that's fair. If you're only putting two dice on Crystal Beam (I have three) and 1-2 dice on fusion (I have one), then there's a real danger of that. Fair enough.

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.)
Ehhh, I think it's vanishingly unlikely that the scale of such a deception could make it objectively the case that we didn't seem to be making a good and proper effort to hit the target.

All those beans Erewhon counted have to go somewhere.

[] Plan Attempting To Supply Double Zone Armor
@Oleg-14191 , please be advised that I'm about to modify my plan text to include a -5 Capital Goods, -20 RpT promise to the private sector to the Free Market Party, some time in the next few hours.

Because I have calculated that I think we can afford it and I think it will significantly shift the civilian economy in our favor along with the banking reforms I plan for Q4. To avoid confusion in the vote, I would humbly ask that you remove the main body of the plan text from your own vote. If you wish to drop support for me entirely, I respect that, and you can rename your plan something like Attempting To Supply Double Zone Armor (No FMP) or whatever else pleases you.
 
I strongly recommend a die on fusion power over the LVPAD die. Sadly, we're gonna need the Energy fairly soon, and we need to plan ahead because ideally we want to avoid spending more 20 R/die dice than we have to in early 2062.
Already run a projection on it, and we are fine until late 2062.

I strongly recommend adding Venusian Tiberium Studies. The fact that you're doing Chicago means you don't need a round of Processing Plants, which is nice, though we'll probably need to build them anyway early in 2062 to handle our projected income surge. Maybe 2062Q2-Q3, and even then we might bump into a bottleneck. Then again, there might be time for you to start the plants in Q4.
Yes, that is what Q4 is for. But getting the critical stuff out of the way first is important.

Uh, nitpick. It is likely that at least some of the projects you favor won't finish in Military (overwhelmingly so for OSRCT), so I'm pretty sure your Military dice budget will be tighter than you think. I suspect you won't get six dice to spare on Zone Armor unless we successfully beat the drum for a LOT of Free dice on Military, which will be painful because we will have significant other passion projects that go unfunded to make that happen and it'll be the last chance to fund anything expensive and strictly optional for a while.
You are mistaken. I've accounted for that.
I was allowing for 3 dice to finish the Military projects. 1 for ASAT, 1 for OSRCT and 1 for one of the others.
Therefore, 5 Military dice left and 7 Free dice available. 12 dice is sufficient for 2x 3 dice on ZA Factories and 4 dice on the Frigate Yard. Which means I have 2 free Free dice. Plus Erewhon and 2 AA dice for emergencies. So something like Vertical Farming is still possible.
Zone Armor was always a passion project in this Plan. We've known that for at least two quarters. Getting two done is amazing.
 
Already run a projection on it, and we are fine until late 2062.
I dunno, it's a lot tighter than I'd like, especially since sometimes a quasi-mandatory Energy-eating project just pops up out of nowhere at us.

I ran a similar projection below and with DAE we can just squeak by, but our demands for Energy are gonna start piling up pretty fast at that point. I think Fusion Phase 9 is, if not strictly necessary, at least a damn good idea to give us Energy security and the freedom to build war factories without sweating bullets faster than we manufacture them.

Yes, that is what Q4 is for. But getting the critical stuff out of the way first is important.
Well, under my plan, it's the processing plants that are considered 'mandatory' and Chicago Phase 4 that is considered 'optional,' but that's just me commenting on an interesting difference in our approaches. Either approach is equally valid, though with the impending addition of the FMP promise (-5 Capital Goods and -20 RpT to the civilian economy) my plan is no longer particularly tenable if we don't do Chicago Phase 4 reasonably soon. So it (Chicago) will be showing up in my 2061Q4 plan.

You are mistaken. I've accounted for that.
I was allowing for 3 dice to finish the Military projects. 1 for ASAT, 1 for OSRCT and 1 for one of the others.
Therefore, 5 Military dice left and 7 Free dice available. 12 dice is sufficient for 2x 3 dice on ZA Factories and 4 dice on the Frigate Yard. Which means I have 2 free Free dice. Plus Erewhon and 2 AA dice for emergencies. So something like Vertical Farming is still possible.
Zone Armor was always a passion project in this Plan. We've known that for at least two quarters. Getting two done is amazing.
I think you'll wind up needing at least one more die for OSRCT. It's quite plausible, for instance, that getting to Phase 4 could require nine or ten dice total. You're planning to roll eight dice total. It's also fairly plausible that you'll wind up needing a die for two of the three "other" projects (URLS/Newark/Mastodons), since none of those have more than about an 80% chance of completion.

There is very, very little wiggle room left in your plan. That frigate yard is a heavy load to carry at this late date. Would have been a safe bet if we hadn't had the disaster at the New York yard, but, well, tiberium happened.

Noted. I appreciate the vote of confidence, though the sheer sticker shock of +1200 RpT still shakes me. Because that's a lot. Man. A lot.

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?
Main thing is, does @Ithillid count planned cities as industrial capstones? If yes, we can swing it. If not, we can't be so sure of that. What has me scared is the thought of trying to get to Phase 5 on North Boston, Nuuk, Reykjavik, and Bergen all in the same Four Year Plan.

Boston and Nuuk need to get capped off on principle, or Boston and Reykjavik.
Reykjavik absolutely. Boston and Nuuk, both in the same plan, is a gut-busting 6000-Progress effort from us. That means 75 dice, roughly. We can do it, but it's at the fingertip limit of our capacity, especially with the need for fusion power. Means a lot of extra tiberium power plants and the voters will be pissed and making jokes about the USSR turning everything into pollution and Chernobyl in pursuit of Steel Mill Number Go Up.

Heh, it still cracks me up that it's called "North Boston". The described location is ... west of Boston. Maybe northwest if we're being super generous. "North" Boston would be Malden or Revere or some shit like that. /near-Boston resident rant; let's just say that I got a kick out of some of Fallout 4's uh, "creative liberties"
I lived along the Merrimack for a while, so I sometimes notice jokes like that, though not always.

lol, there are parts of Virginia that are further west than West Virginia.
Yeah, but there are no parts of West Virginia that are further east than Rump Treasonous Virginia goes. West Virginia is indisputably more westier than Rump Treasonous Virginia, so good enough for me.

- We have [Red Zone Tiberium Harvesting]

For power production in Q3-4 so that we save Tiberium Harvesting for next plan to ramp up quickly. Why would we need to build another round of Fusion Plants any time this or next year if we complete them and start DAE now?
Because (1) we will NOT have time for large scale ion power refits in early 2062, as it comes straight out of our dice budget for income rebuilding. And (2) the combination of war factories and other important things will eat up our Energy budget. Let's start with my calculations for this turn in my own plan, because everything I spend Energy on is quasi-mandatory.

...

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

Now, add projects we're gonna want between now and the middle of next year.

+8 +12 (DAE, it's your plan) +4 (Bergen) -2 (urban metros) -2 (Suzuka) -4 (electric cars) -2 (drones) -1 (ag. mechanization) -2 (vertical farms) -3 (claws) -1 (hospitals Phase 1 only) -1 (railgun munitions) -6 (two more Zone Armor, generous to you) -6 (Seattle)

So that's...

+24 -30 = -6 (rolling blackouts)

We're in very shaky territory with respect to Energy, and have to either give up some important war factory targets (getting more than one Zone Armor plant, Seattle), or have a mandatory completion of at least one phase of ion power or (more efficiently) liquid tiberium power. even then we'd be at +4 Energy, which is pretty precarious.

We can do it, barely, but it's just so much better and cheaper and more secure to have the Phase 9 fusion reactors done soon, if you ask me.

- Nanotubes are the source of our cheap military protective gear and having more of them means we get at least more ablat if not also something more in the cheap options in the military. Bergen can wait for next plan.
We have prodigious amounts of ablative armor, we just built like the fifth or sixth phase of factories. We have more than the military could possibly use outside of yet another high-intensity world war, of the kind we cannot fight any time soon because if we attack Nod they will nuke us and because Nod is too exhausted to attack us and Kane seems to have told them not to anyway as far as we can tell.

We do not need to start a new four-die Light Industry project we won't have time to finish just for that purpose, when we already have a five-die Light Industry project we barely have time to finish and which is directly relevant to major industrial requirements (e.g. fusion). Especially not with you cutting us down to three Light Industry dice per turn.

You are solving the wrong problem.

- I have put 4 Dice on Stockpiles and even showed the math for that doing two phases of stockpiles this turn and being able to do two more next turn. We are going to get another stockpile plan goal next plan so any overroll in Q4 will go towards doing that and Mechanization gets us the most food the fastest.
The thing can be accomplished, if you are determined to do an E-CRP plan, but you're locking us into having no Agriculture dice for luxury foods when there is obviously more demand for luxury foods than there is for "have no CRP anywhere in our country even as emergency food to be eaten if and only if all other hope is lost."

-[] Tiberium 7/7 Dice 185 Resources:
--[] Tiberium Processing Plants (Stage 2) 20/200 30 Resources per Die, 2 Die = 60 Resources
--[] Venusian Tiberium Studies (New) 0/120 25 Resources per Die, 1 Die = 25 Resources
--[] Red Zone Energy Refits (Phase 1) (New) 0/350 25 Resources per Die, 4 Dice = 100 Resources
Lack of tiberium claws is still gonna be a problem, just saying.

-[] Military 8/8 Dice + 3 Free Dice 205 Resources:
--[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 resources per Die, 4 Dice = 80 Resources
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 15 resources per Die, 1 Die = 15 Resources
--[] Ground Forces Zone Armor (Set 1) (Updated) New York 0/180 20 Resources per Die, 2 Die = 40 Resources
--[] Ground Forces Zone Armor (Set 1) (Updated) New Sevastopol 0/180 20 Resources per Die, 2 Die = 40 Resources
--[] Escort Carrier Shipyards (High Priority) Newark 179/240 20 Resources per Die, 1 Die = 20 Resources
--[] Mastodon Heavy Assault Walker Deployment (High Priority) 144/225 10 Resources per Die, 1 Die = 10 Resources
As written, this plan now puts us badly over on Military dice commitments.

We'll need 3-4 dice on ASAT, 3-6 dice on OSRCT, and probably at least one die on at least one of URLS/Newark/Mastodons because it's pretty unlikely that they'll all finish, and probably at least one die to finish the New York and New Sevastopol Zone Armor plants.

Given that we try not to fuck around with Plan completion requirements, it's probably gonna be on the high end there, so we wind up needing about twelve dice to finish the Plan. This clashes with anything else you want to do anywhere that requires Free dice in Q4, possibly including hitting the Stored Food target and probably including actually finishing those nanotube foundries you want.
 
I am making one more modification to my plan, based on a suggestion/request from @Voidseer . Since my plan has the DHIA for a +2/turn Capital Goods trickle (Derpmind's Double Zone Armor plan, very similar to mine, does not), I have enough wiggle room in our medium term Capital Goods production outlook to feel reasonably confident releasing -5 Capital Goods and -20 RpT to the civilian economy as per the Free Market Party's request. Therefore, I will be doing so.

This plan is still much like Derpmind's Double Zone Armor plan, save for a few points aside from the one above which adds up to a pretty significant Capital Goods flow.

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.



MONEY BUDGET
1090/1200 R

CAPITAL GOODS BUDGET
+16 (baseline) +6 (crystal beam) +2 (DHIA) -1 (Mastodons) -2 (Newark) -1 (New York) = +20

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 or London) = +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 nearly everything power-hungry completes but nothing power-generating does)

(Tiny tiny chance of actually blowing out our Energy reserve with -5 Energy if EVERYTHING Energy-hungry finishes and NOTHING Energy-producing does. Probability of this is, I estimate... 0.04*0.87*0.37*0.25*0.19*0.39*0.61*0.80 = literally 0.012% chance of this happening, about a one in eight thousand chance.)

7/7 Free dice

[X] Plan Attempting To Supply Double Zone Armor
-[X] Infrastructure (5 dice, +32 bonus, 60 R)
--[X] Yellow Zone Fortress Towns Phase 6 220/300 (1 die, 20 R) (68% chance)
--[X] Blue Zone Apartment Complexes (Phase 8+9) 15/320 (3 dice, 30 R) (Phase 8, 21% chance Phase 9)
--[X] Emergency Caloric Reclamation Processor Installations 0/80 (1 die, 10 R) (68% chance)
-[X] Heavy Industry (5 dice, +29 bonus, 80 R, -30 RpT)
--[X] Continuous Cycle Fusion Plants (Phase 9) 128/300 (1 die, 20 R) (1/2 median)
--[X] Crystal Beam Industrial Laser Deployment 433/600 (3 dice, 60 R) (96% chance)
--[X] Distributed Heavy Industrial Authority (1 die, -30 RpT) (autosuccess)
-[X] Light Industry (4 dice, +24 bonus, 120 R)
--[X] Bergen Superconductor Foundry Phase 3 0/380 (4 dice, 120 R) (13% chance)
-[X] Agriculture (4 dice, +24 bonus, 50 R)
--[X] Ranching Domes 228/250 (1 die, 20 R) (100% chance)
--[X] Strategic Food Stockpile Construction Phase 3+4 128/375 (3 dice, 30 R) (Phase 3, 44% chance of Phase 4)
-[X] Tiberium (7 dice, +39 bonus, 160 R)
--[X] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[X] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[X] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
--[X] Venusian Tiberium Studies 0/120 (1 die, 25 R) (40% chance)
-[X] Orbital (6 dice + 1 Free Die + EREWHON!!!, +26 bonus, 160 R)
--[X] GDSS Enterprise Phase 5 997/1535 (6+E dice, 120 R) (58.6% chance)
--[X] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
-[X] Services (5 dice, +27 bonus, 125 R)
--[X] Human Genetic Engineering Programs 0/120 (1 die, 25 R) (28% chance) (-5 PS on completion)
--[X] NOD Research Initiatives 87/200 (1 die, 30 R) (35% chance)
--[X] Regional Hospital Expansions Phase 1 (2 dice, 50 R) (2/4 median)
--[X] Ocular Implant Development 0/120 (1 die, 20 R) (28% chance)
-[X] Military (8 dice + 6 Free dice + AA die, +26 bonus, 285 R)
--[X] OSRCT Stations Phase 3 5/690 (8 dice, 160 R) (Phase 3, 24% chance of Phase 4, 42% with Seo bonus)
--[X] Universal Rocket Launch System Deployment (Phase 3) 133/200 (1 die, 15 R) (75% chance)
--[X] Ground Forces Zone Armor (New York) 0/180 (2 dice, 40 R) (39% chance)
--[X] Ground Forces Zone Armor (London) 0/180 (1+AA dice, 40 R) (20% chance)
--[X] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[X] Mastodon Heavy Assault Walker Deployment 144/225 (1 die, 10 R) (61% chance)
---[X] Yes, no dice on ASAT. I'm explicitly planning four dice and 99.3% chance completion next turn.
---[X] This is actively beneficial, because it lets us spend 20 R/die for overflow
---[X] Into a 30 R/die ASAT Phase 5 project we very much will want to take next Plan.
---[X] Several others do this too. For the Zone Armor.
-Bureaucracy (4 dice, -20 RpT)
--[X] Erewhon: Play Space Factorio
--[X] Administrative Assistance: Awoo Zone Troopers Of London
--[X] Make Political Promises
---[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌: ‌ -5 Capital Goods, -20 RpT 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] 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
---[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] 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

Also, approval votes:
[X] Plan Double Zone Armor
 
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I think you'll wind up needing at least one more die for OSRCT. It's quite plausible, for instance, that getting to Phase 4 could require nine or ten dice total. You're planning to roll eight dice total. It's also fairly plausible that you'll wind up needing a die for two of the three "other" projects (URLS/Newark/Mastodons), since none of those have more than about an 80% chance of completion.

There is very, very little wiggle room left in your plan. That frigate yard is a heavy load to carry at this late date. Would have been a safe bet if we hadn't had the disaster at the New York yard, but, well, tiberium happened.
That scenario can be dealt with by my reserved dice, and not even all of them.
I do not understand how 2 Free dice, 1 Erewhon die and 2 AA dice is not substantial wiggle room.
If that is actually insufficient, I doubt that ZOCOM would complain about only getting 1.5 ZA Factories, as surely a major disaster has happened to put our projects back by 5 dice.
 
[X] Plan Double Zone Armor
[X] Plan Attempting To Supply Double Zone Armor
 
[X] Plan Double Zone Armor
[X] Plan Attempting To Supply Double Zone Armor
[X] Plan Running on Glass v3.2
 
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-[] 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)
You could also do Crystal Beam and Hover Chassis instead. It has been postponed many times and it's a potent and promising technology (Harvesters that don't need thread replacements all the time, ZOCOM, MRSV and other hovercraft, Barghest-like fliers, etc). Or the microfusion cell, hard to overestimate the value of of so portable and powerful a power source.

--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Inhibitor Deployment (YZ-11 Colombia) 0/130 (1 die, 30 R) (25% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
Red Zone Border Offensives and Containment Lines while more expensive would give the same Mitigation and RpT on top. There are also two promising +Energy actions in the Tiberium department. So why inhibitors?

But why would we care about Vein Mines when we have 1250 point of an excellent RpT action (Red Zone Border Offensives) available? Gives +2 Energy even. Hell Red Zone Containment Lines might be better than Vein Mines unless we need maximum RpT given the triple mitigation.

-[] Military (8 dice + 6 Free dice + AA die, +26 bonus, 275 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 dice, 20 R) (1/2.25 median)
--[] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1+AA dice, 20 R) (93% chance)
---[] Yes, no investment in ASAT. I am explicitly planning to surge with four dice 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.
I think that railgun munitions phase one should be a higher priority than Zone Armor. The fact that our tanks (and mechs, and other) have basically only the equivalent of those anti-tank darts for munition is crazy. Should be a simple action with a higher return for the investment I imagine given that the ammunition should be trivially simple to make and deploy compared to a high tech paradigm shift like Zone Armor.

Also I am rather worried about our infantry weapons being ineffective against the Gana, we should look into the next gen rifle as soon as we can I think.

I am very much looking forward to getting the Zone Armor done or at least started but it doesn't seem like a good time to me right now.
 
That scenario can be dealt with by my reserved dice, and not even all of them.
I do not understand how 2 Free dice, 1 Erewhon die and 2 AA dice is not substantial wiggle room.
My main point is that you have effectively zero wiggle room for anything else, and there are quite a few non-military or other military projects we might want to finish or near-finish with Free dice in Q4. Unless we get particularly obnoxious bad rolls in Q4 we can probably make everything just barely work, even without CRP, but it's really tight.

You could also do Crystal Beam and Hover Chassis instead. It has been postponed many times and it's a potent and promvising technology (Harvesters that don't need thread replacements all the time, ZOCOM, MRSV and other hovercraft, Barghest-like fliers, etc). Or the microfusion cell, hard to overestimate the value of of so portable and powerful a power source.
Fusion is on the docket because I consider it necessary given the long term outlook of our Energy situation.

Three dice on Crystal Beam are on the docket because I need an Energy source to keep the Energy situation comfy. And I might as well kill two birds with one and make that Energy source be a mandatory Plan target that we have to finish anyway.

Then the fifth die goes to the DHIA because we need the Capital Goods, and there's nothing left because all the Free dice are over in Orbital or Military making up for how last turn we spent considerable Free dice on non-mandatory projects.

I very much want to do Suzuka too-ka, and you can just bet that that (plus Advanced Alloys) will be on the docket for Q4 for me if there's any way at all. Microfusion Cell is farther down the list, because it's predictably STU-burning and unlikely to help with anything we have immediate plans for. We can't put it in all the many many Zone Defenders we're making for the Ground Forces because of the cost, we still have a lot of low-hanging fruit for ZOCOM otherwise, and most of our other vehicles and systems have satisfactory portable power applications for now.

With that said, Microfusion Cell is very much on the list, and I'm not even ruling it out for Q4 (though LVPAD is higher on my list).

Red Zone Border Offensives and Containment Lines while more expensive would give the same Mitigation and RpT on top. There are also two promising +Energy actions in the Tiberium department. So why inhibitors?
Because inhibitors provide by far the greatest return on investment in terms of "lots of Red Zone mitigation for very little effort on our part." Also because ZOCOM is saying "no major Red Zone operations right now, we cannot secure them without more Ground Forces armored up and able to deploy into hostile environments safely," and both the border offensives and the Lines would very much require additional ZOCOM attention. I think we might get away with it, but right now we're better off focusing on other important things (refinery cap, having tiberium claws for the predictable vein mining rush of 2062). Especially when we can get +3 RZ mitigation just by building a gizmo with 1-2 dice and flipping the 'ON' switch.

But why would we care about Vein Mines when we have 1250 point of an excellent RpT action (Red Zone Border Offensives) available? Gives +2 Energy even. Hell Red Zone Containment Lines might be better than Vein Mines unless we need maximum RpT given the triple mitigation.
Because ZOCOM has not yet given us the go-ahead for further Red Zone operations, and we don't want a repeat of 2055 when we overextended and got our Red Zone options violently shut down for like... a year or two.

I think that railgun munitions phase one should be a higher priority than Zone Armor.
Yeah, well Ground Forces and ZOCOM both disagree with you, so you can take it up with them.

Also I am rather worried about our infantry weapons being ineffective against the Gana, we should look into the next gen rifle as soon as we can I think.
I am actually strongly in favor of starting work on the GD-3 project in early 2062. It's a cheap development project that's likely to chain into a very cheap per-die deployment project, and we need cheap per-die deployment projects so bad starting in 2062Q1. I'm hoping to spend no more than three-or-so dice on 20 R/die Military projects per turn during 2062, prioritizing (Seattle, Zone Armor, SADN) in roughly that order of resource priority. Orca and Hammerhead wingman drones (up through Phase 1) and Infernium Laser Refits for the navy are on my wish list for, like 2062Q4 if we have the money. Anything else expensive can, ideally, be put off a bit longer.

If we need more energy we can get it from the refits in the tiberium department Q4 looks to me to be a good time to do at least one phase of that.
That was my point. We'd have to... but we have a bunch of other things we'd like to do with Tiberium dice, too. That's not the only one.

It's just such a pain to lock ourselves into spending 4-5 25 R/die Tiberium dice on ion power refits (with 2061Q4 deadline, after that we need the Tib dice on income). Instead, we could use 2-3 20 R/die Heavy Industry dice to roll out one last phase of first-gen fusion plants (which if we must complete in 2062Q1, we can, and it's okay).

We're probably doing Claws in Q4
For example, this.

By the way, Oleg, the tallier seems to be handling the vote fine, but I'm a bit worried about it. Did you get my request-tag-message?
 
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Should be a simple action with a higher return for the investment

Zone armor full stop. It allow Infantry to hold personal rail Gun.
"not now, maybe later" have been the MO regarding Zone armor for 3 years now, and I am sick of us Delaying it forever.
 
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