I do not assume you're doing Bergen. I can tell that you have no intention of doing so, and I'm telling you that you're making a mistake.
I do not assume you plan to do only one phase of ion power. I am telling you that plans to do more than one such phase are unrealistic up through 2062Q2-Q3, because in the short term there is too much else we need to do in Tiberium or very much ought to do, and in 2062 the Tiberium department will be busy mining tiberium like mad bastards and will have no time or money to spend on ion power retrofits.
As to why I believe you are not seriously planning on doing Fusion Phase 9... Well, bluntly, I know how to count. You are signing away two of our Heavy Industry dice. You are likely to have unfinished business with Advanced Alloys, which is too important to leave half-done, so common sense suggests you plan to spend one die on that. You have a 43% probability of not finishing Crystal Beam Lasers in Q3, so prudence would suggest you are planning around the possibility of needing one dice more to finish the project in Q4. Furthermore, you are putting us in a position where we end up needing most of our Free dice just to make up for lost time on mandatory Plan requirements in Military. We may well have zero Free dice to spare for theoretically optional fusion reactors next turn if we adopt your plan.
And we need at least two, very possibly three, dice to complete those fusion plants.
Five, minus two, minus one, minus one, plus zero, does not equal two. It certainly does not equal three.
Thus, given the amount of margin for error any reasonable person would include when planning ahead, I had just assumed that you had no real intention of doing that project any time soon, because your dice allocation suggests that it is not a priority for you.
This isn't that bad, since you clearly do intend to complete an ion power phase in more or less the same timeframe, which will at least let us wobble along into 2062 without rolling blackouts. But it's not... great. We're going to be dealing with Energy scarcity in 2062Q2 and 'Q3, due to the scarce Heavy Industry dice and lack of funds to freely activate a lot of expensive dice.
Yes, but you seem to have decided, without consulting anyone and with no support in the text, that more nanotubes count as "important infrastructure we need to prioritize" while more superconductors count as "not important, no need to prioritize, not really infrastructure."
Which is kind of at odds with the fact that we've been explicitly told that superconductors help us solve one of our serious problems (the need to make more efficient fusion reactors so we can get more Energy out of Heavy Industry with less dice investment). Carbon nanotube production, while welcome, is not a solution to any known urgent problem. You presented it as a solution to a problem ("we don't have enough antilaser ablatives"), but that was a problem you just made up and that does not exist in the game, because we have plenty of those.
...
You say:
"GDI still hasn't recovered from the Third Tiberium War economically and that is because we have been slapdash in building up infrastructure. If we can get background actions that fill in the holes we have left in our wake then we should take them as soon as the plan goals are done."
And that sounds very nice. But you need to make sure you're convincing when you talk about knowing where the holes are. You are calling us slapdash while yourself taking some actions and neglecting others for reasons you have not clearly explained, and which do not seem very helpful, at least to me.
The first phase of the Emergency CRP Infrastructure project no longer has a Political Support cost. We have been given constant signals both in and out of character for a long time that GDI's population wants more diverse foodstuffs and more luxury foodstuffs. I don't really understand what you think is going on here, but it's quite clear that the average GDI citizen is increasingly comfortable with knowing that yes, some of the very worst-case "if all is lost" food in the reserves is CRP, if that means they can have eggs and chicken and spices and chocolate and nice vegetables and so forth on their dinner plates more often.
...
Now, when talking about Tiberium Claws (I assume), you say:
"Next quarter when plan goals in Tiberium are done."
The problem is, you spend quite a lot of dice on things that aren't plan goals in Tiberium, such as ion power. Tiberium claws are likely to be quite important very soon, and that is a 380-point project that will be hard for us to finish reliably in a single turn. If you hadn't painted yourself into a corner by not having any real guarantee of finishing either Crystal Beam Laser or the Phase 9 fusion plants, you wouldn't need to push ion power so hard, and you'd be able to focus on a more immediate priority.
I am talking about literally any other project that is not a Plan requirement but that we might want to complete or start in 2061Q4. My core point here is that you are spending Free dice on something not immediately essential (mechanization Phase 2) to avoid doing something else that is quite acceptable to the public (E-CRP Phase 1), while in turn neglecting a mandatory Plan commitment (OSRCT Phase 4) that we are going to have to scramble and spend Free dice on in Q4. Spend heavily and probably inefficiently, too, to make up for lost time.
- I'm planning on doing Ion Power this quarter and the next one because those are a gimme alongside the Harvesting Claws to prepare us for the income surge in the next plan. Your idea that we somehow can not afford to do 15 Resources per Die projects when our Tiberium mining projects are 20 Resources per Die is kind of weird.
Why wouldn't I do the more expensive project that gives us Energy now at the end of a plan when it can be afforded and instead do Harvesting Claws now instead of next quarter? Like I get the idea of opportunity cost in Tiberium, but the Tiberium Harvesting that will get us back to a healthy income and abate Red Zones at the same time are the Red Zone Border Offensives and the Super Glaciers locked behind them not Yellow Zone Tiberium Mining. We need to do that so that Tiberium doesn't start bursting from beneath our feet in Blue Zones.
- Dude I'm going for Advanced Alloys because it will save us Dice and Resources in the long run and doing it now before a new plan starts means we get the bonuses of less work to do for less resources when we need it the most. And on Fusion deployment all I've seen on your arguments for it literally reads like a joke template from Serbia called "Removing Disparity":
You want to do the Fusion plants to get enough Energy to do Industrial production in various departments so you can do more Fusion Plants to do more Industrial production and oh boy does the wallet hurt from all that disparity removal and would benefit from making it cheaper. Two phases of Ion Power are 20 Energy and get us energy from the Tiberium department at a point where we are quite literally just waiting for the end of the plan to rev up the Harvesting again.
- I literally said:
- 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.
Which is true:
[ ]Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 0/200: 15 resources per die) (++ Capital Goods)
We get Nanotubes Action in Q1 2053.
[ ] Experimental Carbon Nanotube Plant
The carbon nanotube, an elusive target for 50 years, may finally be within reach of our production methods. Lab prototypes indicate that a median length of 1-meter nanotubes are possible, though quality and length control remain vexing issues. Building a full factory to test these problems in the wild is a necessary test of our ability to create these wonder-resources, and to begin to explore the properties of materials that can integrate them-most importantly, new armor and structural materials
(Progress 216/200: 15 resources per die) (++ Capital Goods)
Long chain carbon nanotubes are now available, and some production has begun. It is however low rate, as it is a very new material. Nearly every piece of equipment was built and designed with only having short chain or bulk nanotubes available to use, while the prototype plant is offering long chains. However, for the people who are ready to use the long chains, it has been a revolutionary material. One of the relatively well known but quite useful elements is its use as a laser resistant material. Rather than ablating away, the long nanotube offers the capability to protect the users, while also spreading the heat from the laser along its length, spreading the impact to hundreds if not thousands of times its initial burn area. While other uses will come in time, it is a new material and simply testing expected uses is a substantial investment at current rates.
We completed that Nanotubes Action in Q3 2053 and it tells us that we will get Ablat Action and once the tech has been properly tested we will get new armor and construction improvement options.
[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 0/70: 10 resources per die)
We get the Ablat Development Action in Q1 2054.
[ ] Ablat Plating Development
NOD has always used laser weapons to some extent, but never in as large a number as during the Third Tiberium War. Rather than being a dedicated weapon for the most elite of NOD's armies, or a fixed defensive piece, NOD fielded large numbers of laser systems across its force, with some proliferating down the ranks. In the post war world that has continued, with NOD forces attempting to bring lasers even to the infantry. While dedicated anti laser armor systems have generally been considered not to be worth the weight and defensive trade offs, the increased deployment of lasers has changed the calculus substantially.
(Progress 98/70: 10 resources per die)
Ablative armor is not a particularly new idea. In the mid 20th century, one idea experimented with by many armies was various forms of stand off armor. Rather than allowing a projectile to impact the side of a tank's turret for example, the Germans often installed stand off bands of armor. Similarly, many American tanks came with mounting points to add additional panels of armor. In the postwar years, came the rise of explosive reactive armor, which detonated to disrupt incoming missile attacks. Ablative armor in this case is essentially a continuation of that idea. The system is a hexagonal puck, 60mm from vertice to vertice and 20mm deep, with three primary layers. The backing is a bulk nanotube layer, providing a hardy stick, and ease of replacement. Above that is a layer of silver alloy, the same material used in GDI's power cables, used for its ability to conduct energy. Finally, the bulk of the puck is a 17mm thick layer of carbon nanotubes, iron filaments, and titanium filaments held in ceramic, which is designed to spread the energy of a laser blast, rather than allowing it to burn through the hull behind it.
We finish Ablat Development Action in Q2 2055. We only finished the Deployment of Ablat in Q4 2060 and got the new Nanotube Action in Q1 2061:
[ ] Carbon Nanotube Foundry Expansions (New)
While making longer carbon nanotubes is still difficult, making substantially more carbon nanotube is relatively easy, and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/300: 20 resources per die) (+4 Capital Goods)
I am doing the Carbon Nanotube Action alongside Advanced Alloys Development so we can synergize the effect these two actions will have on our construction speed. That is worth more than Bergen making our Fusion more stable sooner.
I value Bergen, I just value Nanotubes more than Superconductors as they will save us more Dice and Resources in the long run. You are right that I should focus on the Nanotubes now so I've removed the Artificial Wood Development Action. Also I am expecting more Ablat Actions as well from this and/or something cheaper in Dice/Resources in Military Actions.
- Wait it doesn't? *checks* Holy shit it does not. Alright First Phase of Emergency CRP goes into plan then. It's a single Die. Worth it without the PS costs. In that case I can just switch the free Dice onto Military to do more of OSRCT and just do a new plan since
nobody @KnightDisciple voted for my old one while I was writing this. Crap. Well then both plans:
[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
[X] Plan Running on Glass v3.3:
-[X] Infrastructure 5/5 105 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, 3 Dice = 75 Resources
--[X] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 10 Resources per Die, 1 Die = 10 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 70 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, 2 Die = 40 Resources
--[X] Department of Distributed Manufactures -1 Light and Chemical Die, -20 RpT
-[X] Agriculture 4/4 Dice + 4 Free Dice 50 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, 3 Dice = 30 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 + 7 Free Dice 285 Resources:
--[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 resources per Die, 8 Dice = 160 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
105+95+70+50+185+160+115+285 = 1065/1200
3.3 spends 20 more Resources than 3.2 and 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 with both plans:
- 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 in 3.2 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.
- 3 Dice on Suborbital Shuttle Service in 3.3 for a 75% chance and an Average DC of 44 to complete Phase 2. Completing Phase 3 next turn. Metro expansion is cheap so we should do it after the Shuttle Service is done.
- 1 Die on Emergency Caloric Reclamation Processor Installations in 3.3 for a 65% chance and a DC of 33 to complete it.
- 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.
- 2 Die on Carbon Nanotube Foundry Expansions in 3.3 because we have at least 2 uses for Nanotubes to unlock yet and we should get to them.
- 1 Die on Carbon Nanotube Foundry Expansions in 3.2 because we have at least 2 uses for Nanotubes to unlock yet and we should get to them.
- 1 Die on Artificial Wood Development in 3.2 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 in 3.2 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 in 3.2 for a 100% chance and an Average DC of 1 to complete Phase 3, a 87% 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.
- 3 Dice on Strategic Food Stockpile Construction in 3.3 for a 100% chance and an Average DC of 1 to complete Phase 3, a 44% chance and an Average DC of 59 to complete Phase 4 and be done with this plan goal in 3.3.
- 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 in 3.2 for a 81% chance and an Average DC of 47 to complete Phase 3 and keep this plan goal rolling.
- 8 Dice on Orbital Strike Regimental Combat Team Stations in 3.3 for a 100% chance and an Average DC of 9 to complete Phase 3 and a 42% chance and an Average DC of 58 to complete this plan goal.
- 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 iffier 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.