It should be noted that the main things differentiating Attempting To Supply Double Zone Armor from Derpmind's very similar plan, Double Zone Armor, are as follows.

1) Slight changes in how Services dice are allocated. She has one die on hospitals and one die on hallucinogens. I have two dice on hospitals.

2) My plan has DHIA, and her plan has Advanced Alloys. I agree with her about Advanced Alloys being a very good/important project but we need the Capital Goods in my opinion.

3) I have recently added to my plan a plan to use some of that extra Capital Goods capacity by releasing it to the private sector, as per the FMP's request. I think this will give the economy a big boost, helping to compensate for my plan's...

4) ...My plan's not having Banking Reforms. I still plan to do them in Q4, but here in Q3 I'm just stockpiling the money for later use, either in the banks or in 2062Q1 when we'll want it. Instead I use that Bureaucracy die for...

5) ...My plan having Political Promises, earning us a bit of extra support in Parliament in exchange for, by and large, things we already planned to do anyway, with the notable exception of the Capital Goods and -20 RpT promised to the Free Market Party, as I mentioned. Those, I think we need to do if we really want the civilian economy to thrive. Derpmind may not agree. Note that my thinking we can get away with this is predicated on my wanting to do the DHIA (already in my plan) and Chicago Phase 4 coming up very soon (will appear in my Q4 plan if my Q3 plan wins, and maybe even if it doesn't).

...

Notably, it was Derpmind's idea to put an AA die on a second power armor factory. I had it on the Mastodons before that.

Zone armor full stop. It allow Infantry to hold personal rail Gun.
It may be noted that while infantry's personal railguns may just be solid bullets if we're doing the project without having previously done a bunch of Railgun Munitions... Their ammunition was already mostly just solid bullets. Because solid bullets are what infantry's guns have nearly always fired, ever since the invention of gunpowder. Our tanks and (rail)autocannon-armed platforms could definitely use the Railgun Munitions project, mind you, but we just fought and won an offensive war against Nod without that stuff. It can wait a very short time longer.

While we're at it, it's likely that dice on Railgun Munitions will be a "bread and butter" action for much of 2062. The option to save money by doing a 10 R/die project the military values highly is simply too good to pass up in the budget environment we'll face in the early part of the Fourth Four Year Plan.

Even so, though, I want to keep trickling 1-2 dice per turn into Zone Armor, escalating as we get more money.
 
Well next turn we should really really start Churning out all type of Navy. And ST?
 
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.

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.

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."

Lack of tiberium claws is still gonna be a problem, just saying.

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.

Why are you assuming I'm doing Bergen or only one phase of Ion Power? Or for that matter that I am not doing Phase 9 of Fusion in Q4?

Nanotubes have other uses than Ablat, but unless we expand their production that is all we will be using them for. Bergen can wait for next year and next plan after we rebuild our income. We will be getting more Dice next plan so we can focus them on Heavy and Light Industries.

I am solving the problem of background infrastructure. 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.

CRP comes with loss of political support, food diversity does not. Yet. That right there tells me which is more important to people right now.

Next quarter when plan goals in Tiberium are done.

We have 8 Dice in Military without using any extra Dice and on top of that 7 Free Dice, 1 Erewhon Die and 2 Administrative Assistance Die if we need them. That is literally only 4 Free Dice if that. What are you talking about when you say anything else?
 
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.
Why are you wasting my time with obvious statements and pointless nit-picks?
We are at the end of a Plan while being behind on hard and soft commitments. Of course it is tight. This applies to all plans at this point.
I don't need more wiggle room because where the dice will end up does our best to address major issues that we need to deal with now. And we'll get a bonus for doing our job. (Bonuses which allow us to get more flexibility next Plan.)
Having 'wiggle room' doesn't make major issues go away. We either spend dice on them now, or we are dealing with them later, when they are worse. We never had room for anything else in this Plan.
Were you intending to not build the Seattle Frigate Yard in Q4? Because the only way your plan achieves significantly more wiggle room is to leave that unfunded.
 
[X] Plan Attempting To Supply Double Zone Armor

Won't approvable voting when the 2 leading plans are the ones I agree with.
I choose Simon's plan over Derpmind because of his last revision of giving ressources to the market otherwise will have choose Dermind's because of the bank.

Because the next internal political crisis as soon as we manage the diversity of food's one look to be either the too slow restart of the civilian's economy or the lack of diversity of our industrial and consumer goods (or both problems at the same time if we really screw up) so we really need to start the process of helping the private sector one way or another.

But at least it's a problem due to much sucess in the war and in consequence the population wanting a stop/slow-down on the war economy we have going on because I doubt we would have this demand as soon as this if we have just draw (or just have a smaller victory) against NOD.
 
Won't approvable voting when the 2 leading plans are the ones I agree with.
I choose Simon's plan over Derpmind because of his last revision of giving ressources to the market otherwise will have choose Dermind's because of the bank.
The bank is definitely showing up in my Q4 plan, if it's any consolation. The only reason it's not here now is that there just aren't enough Bureaucracy dice to go around. Note that as far as I'm concerned, I am setting aside the funds (what with having about a 110-ish R surplus, and planning to run a surplus again next turn). I just don't have the dice.

Well next turn we should really really start Churning out all type of Navy. And ST?
Uh... I don't know. We've built about five and a half shipyards in the past six or so turns. The ones we didn't finish so far are:

1) The Newark light carrier yard, which rolled unlucky with three dice because the original New York light carrier yard was cursed and rolled a natural one after having already eaten two dice, and

2) The Seattle frigate yard, which would have been next after New York and effectively got bumped back by the need to spend Q2-Q3 working on Newark.

So in effect, the New York carrier yard, which we'd hoped would require 2-3 dice, instead wound up requiring at least six to complete. We'll still get it done, and Seattle's the next move for the Navy, but we're actually already working with significantly expanded warship production.

The next big things to do for the Navy after Seattle are:

Orca Wingman Drones and Hammerhead Wingman Drones, at least to Phase 1 of each. This is because the entire point of our existing light carrier design is compatibility with the wingman drones. The escort/light carriers entered service considerably later on account of both delays in starting the design and in being physically larger than it would otherwise have been and thus harder to build. And since those light carriers primarily operate Orcas and Hammerheads, they are greatly nerfed compared to what we sacrificed to make them if we don't do the drone factories.

Infernium Laser Refits. As demonstrated in the recent naval battles with Bintang, our existing crystal beam laser defenses against missiles are good but not great. It is desirable to improve them further. The necessary system (known as a "disco ball," which it resembles, and based on the same infernium-based tech Nod uses in its modern lasers) has already been developed, but there just isn't enough production. This is particularly important with the Shark-class frigate, which was direclty designed with the newer disco ball lasers in mind, but there is simply no production line on a sufficient scale to outfit the whole class with them. To minimize the number of the already under-construction Sharks that will hit the water without their disco balls, we need to start the refits and open up a production line for that weapon system. The trouble is, of course, that it's a 30 R/die project and likely to cost at least six dice. We can't realistically get it all done in 2061Q4, and it's almost out of the question in early 2062 due to cost considerations.

Governor-A Development/Deployment. This is something the Navy wants- a straightforward upgrade to their existing cruiser design, hopefully buildable in the same shipyards. However, even the Navy doesn't seem to see it as being as high-priority a project as Seattle, and I'm fairly sure it's not as high a priority in practice as the drones and lasers. I think it's something to work on gradually, though.

But the big point is... none of this is something we can make meaningful progress on in Q4 alone, unless we make a LOT of sacrifices. And none of this is stuff we can do fast.

The Talons, well, their projects are less demanding; we could fit a thing or two in for them. But it won't be much and there just isn't a lot of room for them what with all the mandatory Plan requirements.

Why are you wasting my time with obvious statements and pointless nit-picks?
We are at the end of a Plan while being behind on hard and soft commitments. Of course it is tight. This applies to all plans at this point.
I don't need more wiggle room because...
The problem is that you have a big self-created problem right in the middle of your plan. No one is making you promise to finish the Seattle yard by 2061Q4. If you were not promising to do that, you wouldn't need to commit effectively every Free die we have this turn and next turn combined to the military. This turn, yes; next turn, not necessarily.

My main objection along these lines is that making Seattle a plan commitment by promising it to the Militarists is counterproductive. We can try to get it finished and there are good arguments for doing so. But there are good arguments for other courses of action. For example, we might spend the same dice on Naval Laser Refits, a project that will improve all our ships' defense against missile and air attacks of all kinds. Seattle, which has a lower cost per die and is more supportable in 2062, then gets kicked down the road. I'm not saying we should do that, but we shoudn't promise not to do that without a damn good reason.

I'd rather have 4-5 Free dice to play with in 2061Q4 (to use on any project we like) than have the support of a small number of extra Militarists, who already like us rather well, with 2/3 of the party being in a condition of support.

Were you intending to not build the Seattle Frigate Yard in Q4? Because the only way your plan achieves significantly more wiggle room is to leave that unfunded.
I was intending to have the choice of what to do, and also the choice to, say, partially fund the Seattle yard and then slow-walk it to completion early in the next Plan. Making an ironclad commitment to finish that frigate yard puts us at a grave disadvantage. I wouldn't mind so much if it weren't for the setback we suffered with the New York/Newark yard, but as it is, I don't want to promise the Militarists something that may prove quite burdensome to deliver.

Why are you assuming I'm doing Bergen or only one phase of Ion Power? Or for that matter that I am not doing Phase 9 of Fusion in Q4?
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.

Nanotubes have other uses than Ablat, but unless we expand their production that is all we will be using them for. Bergen can wait for next year and next plan after we rebuild our income. We will be getting more Dice next plan so we can focus them on Heavy and Light Industries.

I am solving the problem of background infrastructure...
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.

CRP comes with loss of political support, food diversity does not. Yet. That right there tells me which is more important to people right now.
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.

We have 8 Dice in Military without using any extra Dice and on top of that 7 Free Dice, 1 Erewhon Die and 2 Administrative Assistance Die if we need them. That is literally only 4 Free Dice if that. What are you talking about when you say anything else?
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.
 
But the big point is... none of this is something we can make meaningful progress on in Q4 alone, unless we make a LOT of sacrifices. And none of this is stuff we can do fast.

Well I just want the navy guarantee to be decent/high so that we would stop losing a bunch of shit and technology to NOD sea raid.

Also I think we need to compensate the navy for all the shit role it's getting. So extra dice there.
 
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Well I just want the navy guarantee to be decent/high so that we would stop losing a bunch of shit and technology to NOD sea raid.

Also I think we need to compensate the navy for all the shit role it's getting. So extra dice there.
Basically, you're standing where the thread's been standing since... February or so.

I agree that naval projects are a priority. The trick is to balance them off against cost and dice availability and do what we can for them while also remembering to keep up our strength on other fronts.

The program I would outline is something like:

...

1) Try, if possible, to exploit our current cash glut by squeezing in a few dice on Infernium Laser Refits in Q4. This will make things easier later on.

2) At least try to start, if practical, the Seattle frigate yard in Q4. This is quite important, but because we'll be able to afford at least a few 20 R/die Military dice in early 2062, we can afford to have the project take a little more time and still get one tranche of frigates (all we can hope for) out of the yards by the time Karachi comes. Which is about all we can hope for. I'm content to finish Seattle in probably 2062Q1-Q2, though I'd be happy to see it sooner, while at the same time point (1) is important to me and complicates matters.

3) The next steps for the navy in early 2062 up through, say, 2062Q3-Q4 are, along with chugging away to finish Seattle , are Railgun Munitions (which indirectly helps the Navy; they use railguns too) and Orca/Hammerhead Wingman Drones (which, up through Phase 1, are relatively cheap projects), along with developing the Governor-A upgrade package.

4) After that the steps remain to be charted out, since some of the projects we're contemplating aren't actually on the docket yet. We'll want to finish the naval laser refits, but also to do any ship refits and build any shipyards associated with the Governor-A program.

5) All of this has to be done on a budget of probably no more than an average of three dice per turn, because other branches of the military need things too.
 
I wonder - during reallocation is it possible to convince/bribe Military to take deployment projects out of our hands?

Or the only way for that is creating munitions and rearmament dept.?
 
[X] Plan Attempting To Supply Double Zone Armor

I think releasing physical capital to the private market is a better first step for restoring civilian economy than better banks, anyway. All the credit in the world won't help you if there's no actual means of production you can buy. Also, I believe we can commit to Developmentalists promise - it's a scary sum, but we now have more money than we had in the past and the next plan looks like a relatively quiet one on the Nod front, which means we can focus on combating Tiberium and earning the big bucks from that.
 
2) My plan has DHIA, and her plan has Advanced Alloys. I agree with her about Advanced Alloys being a very good/important project but we need the Capital Goods in my opinion.
I agree that DHIA is something we should do but with our current surplus of capital goods it can wait a turn.
Advanced Alloys is something i see being used in the next generation of military vehicles like the Apollo-A and Governor-A
We might not have the apollo-A in the list now but we know it needs a refit to fully use lasers and the alloys saving a few percent of weight could be the push needed for the craft to be enough better to make the refit worth building by the airforce.
It is also 15R cheaper so delaying DHIA a turn for alloys gives us 15R more in reserve for the start of the next plan.
 
Wrote up a non E-CRP plan above.

It likely won't be able to finish Vertical Farming until next year though, but we might get good rolls for a change.
Alternatively, we could scale back on the Frigate or ZA promise to free up enough dice for Vertical Farming.
Thank you.

[X] Plan: Chicago no CRP

Offhand, if you want to scale something back I'd say Frigates; we need hulls still but with the offensive war dying down, a year or less delay on shipyards we're still gonna build is fine. But we need Zone Armor even just to expand our Red Zone operations.

EDIT:

[X] Plan Running on Glass v3.2:

Gratzi @Dmol8
 
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I'm still trying to somehow get Sparkle Shields and Light Combat Lasers in Q4. I don't disagree with finishing the last Shark Yard, the Laser Refits, the last Wingman Drones or SADN. Plus we're going to need to roll out more Zone Armor Factories. And we're going to need a new APC for them.

It's very tight, but I've been over my points on defensive technologies before, and nothing I've read in the updates has changed my mind. I will go over them later, but man. It's going to be an uphill battle.
 
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.
 
I wonder - during reallocation is it possible to convince/bribe Military to take deployment projects out of our hands?

Or the only way for that is creating munitions and rearmament dept.?
Probably the only way, yes.

I think releasing physical capital to the private market is a better first step for restoring civilian economy than better banks, anyway. All the credit in the world won't help you if there's no actual means of production you can buy. Also, I believe we can commit to Developmentalists promise - it's a scary sum, but we now have more money than we had in the past and the next plan looks like a relatively quiet one on the Nod front, which means we can focus on combating Tiberium and earning the big bucks from that.
You may be right, but I for one am not willing to undertake that promise at this time. With three quarters of Development already firmly on-side, and no clear sense of whether Kane may be dropping multiple multi-thousand-point Tiberium megaprojects in our laps as part of the TCN, I don't think I want to nail us down to +1200 RpT instead of, say, +1000 RpT without a better sense of the political lay of the land.

I mathed out pretty carefully what we'd need to do to handle that Capital Goods commitment, you may recall, before deciding that I think we can afford it. I can't really do the same for the 1200 RpT commitment without knowing what the output numbers on a super-glacier mine looks like.

I agree that DHIA is something we should do but with our current surplus of capital goods it can wait a turn.
It can. But each turn we wait is -2 Capital Goods. I'd rather have the +2 Capital Goods than the +15 R and the d100+29 progress on Advanced Alloys.

I, for one, intend to put two dice on Advanced Alloys in Q4 if at all possible, or at least 1+E dice (it's not on Erewhon's list, but it is cutting-edge science). But DHIA is gonna be important, so it stays in my plan.

I'm still trying to somehow get Sparkle Shields and Light Combat Lasers in Q4.
My view is Sparkle Shields, yes; Light Combat Lasers, no. The main application of the light lasers is to put infernium-based laser weapons on our next-generation armored fighting vehicles as machine guns and antimissile defense, and into the hands of our infantry. But we're already moving in the direction of railguns and power armor for the infantry, and as illustrated by the upgraded Predator tank, our antimissile lasers are at least adequate, in that they increase vehicle survivability to a reasonable extent. Better is always better, but right now LCLs are not my priority.

Sparkle Shields are another matter, mind you. I'm very interested in those, and if I can't shake loose at least three dice for naval laser refits, I may bite the bullet and just take the dice I have and put 'em on Sparkle Shields.

I don't disagree with finishing the last Shark Yard, the Laser Refits, the last Wingman Drones or SADN. Plus we're going to need to roll out more Zone Armor Factories. And we're going to need a new APC for them.
Yes- as noted, all of that is on the docket. Personally I favor maintaining a balance of 1-2 dice per turn on Zone Armor factories and 1-2 on naval developments (shading upwards from 'one and one' towards 'two and two') through 2062, while the balance of the budget is on things that are cheap per die, starting with Ferro-Aluminum Armor Refits, then sweeping through Railgun Munitions, the GD-3 project (likely cheap deployment, since rifle factories don't use a lot of fiddly heavy tooling) and at least developing an upgraded APC for the zone troopers (Guardian Mark 2 for starters, I think).

We can and should start working on Talons projects again starting in early 2063, but as you say, it's tight.

- 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.
The constraint is dice, not Resources. We have the money, but what we don't have is the dice to throw around carelessly. For example, do you want the claw project to take four dice, or five? If we must complete it in a single turn, it's going to take five dice. If we have two turns, we can do three dice, then decide whether to spend one or two based on how the first three dice roll. Shock-working projects into existence with a hasty and heavy dice expenditure on a one-turn "must complete" deadline is often a bad idea, and wastes dice even if it does not waste funds.

This is why Attempting To Supply Double Zone Armor commits itself to three dice on Claws this turn, so that expenditure next turn can be kept down to 1-2 dice. You aren't in a position to do that, because the lack of capacity to seriously pursue Phase 9 of the fusion plants quickly means the ion power refits become more necessary.

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.
I don't even understand why you bring up Yellow Zone Tiberium Mining, since it is not being proposed as an option in the near future. If you mean "vein mining" instead, I find it very strange that you would specifically oppose the project which attacks the tiberium under the feet in the Blue Zones, on the grounds that we must go to the Red Zones to ensure that tiberium doesn't burst up under the feet in the Blue Zones.

To be clear, in the medium term I, too, plan for Red Zone Border Offensives and Super Glacier Mines, but it is likely that in 2061Q1, we will not be free to attack that project, and will instead be doing vein mining. This makes it worth taking steps to ensure that the mining claws are ready beforehand... Which makes it a good idea to work on them in now, in 2061Q3, unless there are no Tiberium dice to spare for that purpose.

Your remarks about jokes that mean nothing to me aside, I have no trouble fitting Advanced Alloys and the ninth phase of the fusion plants into the dice available, along with the mandatory Crystal Beam Lasers projects. It all fits fine, not least because I'm planning around getting to roll eight Heavy Industry dice in 2061Q3 and 'Q4 and you are planning around getting to roll six. So I don't know what to tell you, Dmol. My criticism of your plan is, quite simply, that you are neglecting an option to get +16 Energy for approximately three more dice and 60 R in favor of options to get +6 Energy for two dice and 20 R (DAE, not so bad) or +10 Energy for four dice and 100 R (ion power, better than nothing). I don't think it's a good strategy here.

Now, you may feel differently. Fine. But please don't ask silly questions like "how do you know I'm not planning to do Phase 9 of the fusion plants in Q4" when we both know you don't have enough dice left for it after doing all the obvious and necessary things we'd have to do after accepting your plan.

Now, as to the carbon nanotube foundries.

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:

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.
I can respect your decision to try and focus in on fewer actions.

However, if you truly are committed to pushing the carbon nanotube foundries ahead of expanding Bergen, despite the widely shared concern about the efficiency of our fusion plants after the tremendous difficulty we had keeping ourselves supplied with Energy to power all our war production in the last couple of in-quest years...

I strongly recommend you drop the Department of Distributed Manufactures entirely. It is no more efficient at producing Capital Goods than continued work on the nanotube foundries- both give you +4 Capital Goods for approximately four dice and 80 R. And sacrificing yet another Light Industry die will not make it easier for us to produce the other kinds of advanced materials we need in the future, including superconductors and myomers. The DDM is simply not an efficient use of our dice and resources; it may prove desirable in the future but it is not desirable now, not with the other important projects currently on the docket in Light industry.
 
What's better for the civilian economy? Doing the FMP's promise of supplying them cap goods & income, or doing banking?

I know the answer is 'both', probably, but in the immediate term, its the significant different between my two favoured plans here.
 
Both is probably the only correct answer.

If banking is done first - what to spend now available money on?

If Cap Goods first - private sector may not have money available for relatively safe expansion. (Or, are we donating them?)

Best way is to do them simultaneously, a coordinated plan for jumpstarting civilian sector.
 
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@Everyone, I'm thinking of changing my plan by switching the die on [] Advanced Alloys Development to [] Distributed Heavy Industrial Authority. As much as I want the Advanced Alloys tech, I think there's a very strong argument that +2 Capital Goods is easily worth more than having the tech done a turn earlier, or saving 15R. (It's unlikely we'll implement whatever the tech gives in only one turn.) If there isn't much pushback, I'll make the change by the end of the day.

This would make the only difference between the two leading plans whether to do [] Banking Reforms or [] Make Political Promises first. I think we should do the Banking Reforms. Unless we delay the project in Q4 as well, we're not saving any Resources by not starting it up, but what we are missing out on a turn of whatever economic benefits it'll give us. And as the action unlocked by doing [] Conduct Economic Census, I think it's going to be much more important and impactful than a minor political favor for the FMP.

On the other hand, next turn [] Make Political Promises will likely have the same options (or nearly the same) that it has now. The only thing we'll be missing out on is:

-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps

I don't expect one to three seats from the 2nd smallest party in parliament to be likely to matter much at all.

Anyways, if you don't want me to make this change, then if enough people object to it I'll keep the plan as-is.
 
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I'm voting for whatever plan doesn't throw the FMP any kind of bone at this point. Fuck 'em.
 
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