Quote of my mathpost, now edited to correct for some mistakes I made the first time around:
OK doing my own mathpost so I can do my own preliminary plan afterwards:
Yellow Zone Fortress Towns (Phase 6) 220+21+32 = 273/300
Blue Zone Apartment Complexes (Phase 8) (Updated) 15+47+74+10+96 = 242/160 (Phase 9) 82/160 -3 Log +6 Hous
Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0+79+32 = 111/80 (Phase 2) 31/80 +5 FiR
Continuous Cycle Fusion Plants (Phase 9) (Updated) 137+78+29 = 244/300
Crystal Beam Industrial Laser Deployment 433+29+40+85+87 = 674/600 +6 CapG +10 E
Distributed Heavy Industrial Authority +2 CapGpT -30 RpT -1 Heavy Industry Die
Bergen Superconductor Foundry (Phase 3) 0+64+27+55+9+96 = 251/380
Ranching Domes 228+2+24 = 254/250 +8 ConG -4 F -2 E -2 Lab +5 PS
Strategic Food Stockpile Construction (Phase 3) (Updated) 128+56+46+7+72 = 309/175 (Phase 4) 134/200 +2 FiR -3 F
Tiberium Processing Plants (Stage 2) 20+43+97+78 = 238/200 (Stage 3) 38/200 +600 Processing Capacity -4 E -3 Log
Tiberium Inhibitor Deployment (RZ-7 North America) 0+74+39 = 113/120 Completes with +10 Semi-Canon Omake. +2 RZ Abatement +2 PS
Tiberium Harvesting Claw Deployment 0+69+82+95+117 = 353/380
Edit 2: Venusian Tiberium Studies (New) 0+51+44 = 95/120
Edit: GDSS Enterprise (Phase 5) 997+61+57+88+73+59+49+75+186 = 1645/1535 +2 CapG +2 ConG +2 Industrial Bays +10 PS
Lunar Rare Metals Harvesting (Phase 2) 56+27+26 = 109/115 Completes with +10 Semi-Canon Omake +5 RpT
Edit 2: Human Genetic Engineering Programs (Tech) 0+45+32 = 77/120
Edit 2: NOD Research Initiatives 87+86+32 = Edit 3: 205/200
Regional Hospital Expansions (Phase 1) 0+27+40+54 = 121/300
Edit 2: Ocular Implant Development (Platform) 0+51+32 = 83/120
Edit 2: Orbital Strike Regimental Combat Team Stations (Phase 3) 5+34+13+48+87+33+51+86+9+248 = 614/295 (Phase 4) 319/395
Universal Rocket Launch System Deployment (Phase 3) 133+93+26 = 252/200 -2 E
Ground Forces Zone Armor (Set 1) (Updated) New York 0+100+31+52 = 183/180 -2? Lab -3? E -1? CapG
Ground Forces Zone Armor (Set 1) (Updated) London 0+56+39+26 = 121/180
Escort Carrier Shipyards (High Priority) Newark 179+92+26 = 297/240 -5 E -2 CapG
Mastodon Heavy Assault Walker Deployment (High Priority) 144+89+26 = 259/225 -3 E -1 CapG -1 Lab -1 STU
Political Promises:
-5 CapG -20 RpT
+ Complete Chicago Planned City by end of Q4 2065
+ Complete Ranching Domes
+20-2? = 18? Red Zone Abatement by end of Q4 2065
Interdepartmental Favors:
+ Develop and Deploy Governor A by ??? +5 PS
+ 2-1= 1 Zone Armor Factory by Q4 2061 +5 PS
Develop and Build 1 Conestoga Class by ??? +5 PS
-60 RpT in Q4 of 2062-2065 +10 PS
NOD Research Roll: 8-1 = 7
Quotes for results:
Resources: 1200-30+5-20 = 1155 + 0+1200-60-110-120-50-160-160-125-285 = 130 in reserve (-15 allocated to the Forgotten) (-35-20 = -55 allocated to grants)(+25? from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) + (-30 from Distributed Heavy Industrial Authority)(-60 in Q4 of 2062, -60 in Q4 of 2063, -60 in Q4 of 2064, -60 in Q4 of 2065)
Political Support: 75+5+2+10+5+5+5+10 = 117? Can we go above 100 PS?
SCIENCE Meter: 4/4
Free Dice: 7
Erewhon Dice: 1
Dice Capacity 55-1 HI = 54/60
Tiberium Spread
22.47-0.14+0.93 = 23.26 Blue Zone
0.01+??.?? = ??.?? Cyan Zone
1.69+0.14-0.93 = 0.90 Green Zone
22.32-0.19+0.67-??.?? = 22.80? Yellow Zone (93 points of mitigation)
53.51+0.19-0.67 = 53.03 Red Zone (65+2 = 67 points of mitigation)
Current Economic Issues:
Housing: +47+1+6-10 = 44 (20-1-6+10 = 23 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17+10-2-4-3?-5-3 = +10? (+4 in reserve)
Logistics: +30-6 = +24? (-3? from military activity)
Food: +27-3-4-3 = +17 (+20+5+2 = 27 in reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16+6+2+2-1?-2-1-5 = +17? (+130 in reserve) + (+2 per turn from sub-departments)
STUs: +11-1 = 10
Consumer Goods: +58-4+3+3+2+8+2 = +70 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +47+4+2-1-1-2-2?-1 = 46? (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium Processing Capacity (2115/2470+600 = 3070)
Taxation Per Turn: +30?
Space Mining Per Turn: +95+5 = +100
Maintenance Reductions: +40
Green Zone Water: +6
Plan Goals
Food: 8-5-2 = 1 points in reserve
Processing: 280 points
18? Red Zone Abatement by end of Q4 2065
Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser
Edit: Complete Chicago Planned City by end of Q4 2065
Develop and Deploy Governor A by ???
Complete 1 Zone Armor Factory
Develop and Build 1 Conestoga by ???
Edit 2: I forgot Seo's various action bonuses when it comes to research actions and station building.
[ ] Plan Running on Glass v4.2:
-[ ] Infrastructure 5/5 + 2 Free Die 170 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 273/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 2) 22/250 25 Resources per Die, 6 Dice = 150 Resources
-[ ] Heavy Industry 4/4 Dice 75 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 9) (Updated) 244/300 20 resources per Die, 1 Die = 20 Resources
--[ ] North Boston Chip Fabricator (Phase 5) 36/2400 15 Resources per Die = 15 Resources
--[ ] Suzuka Prototype Hover Chassis Factory 0/175 20 resources per Die, 2 Die = 40 Resources
-[ ] Light and Chemical Industry 4/4 80 Resources:
--[ ] Bergen Superconductor Foundry (Phase 3) 251/380 30 Resources per Die, 2 Die = 60 Resources
--[ ] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[ ] Artificial Wood Development (Tech) 0/60 10 Resources per Die, 1 Die = 10 Resources
-[ ] Agriculture 4/4 Dice 40 Resources:
--[ ] Tarberry Development (Tech) 0/40 20 Resources per Die, 1 Die
--[ ] Strategic Food Stockpile Construction (Phase 4) 134/200 10 Resources per Die, 2 Die = 20 Resources
--[ ] Security Reviews Agriculture 1 Die
-[ ] Tiberium 7/7 Dice + 1 Free Die + Erewhon Die 195 Resources:
--[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 20 Resources per Die, 2 Die = 40 Resources
--[ ] Visceroid Research Programs (Tech) 0/120 15 Resources per Die, 1 Die + Erewhon Die = 30 Resources
--[ ] Venusian Tiberium Studies (New) 95/120 25 Resources per Die, 1 Die = 25 Resources
--[-] Tiberium Harvesting Claw Deployment 353/380 Autocompletes next turn.
--[ ] Red Zone Energy Refits (Phase 1) (New) 0/350 25 Resources per Die, 4 Dice = 100 Resources
-[ ] Orbital Industry 6/6 Dice + 1 Free Die 120 Resources:
--[ ] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[ ] Leopard II Factory 0/350 20 Resources per Die, 5 Dice = 100 Resources
-[ ] Services 5/5 Dice 110 Resources:
--[ ] Human Genetic Engineering Programs (Tech) 77/120 25 Resources per Die, 1 Die = 25 Resources
--[ ] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[ ] Regional Hospital Expansions (Phase 1) (New) 121/300 25 Resources per Die, 2 Die = 50 Resources
--[ ] Ocular Implant Development (Platform) 83/120 20 Resources per Die, 1 Die = 20 resources
-[ ] Military 8/8 Dice + 3 Free Dice + 1 AA Die 240 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 4) 319/395 20 resources per Die, 1 Die + 1 AA Die = 40 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) London 121/180 20 Resources per Die, 1 Die = 20 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) Tokyo 0/180 20 Resources per Die, 2 Die = 40 Resources
--[ ] Shark Class Frigate Shipyards (High Priority) Seattle 0/300 20 Resources per Die, 4 Dice = 80 Resources
-[ ] Bureaucracy 4/4 Dice:
-[ ] Administrative Assistance OSRCT Stations 2 Die
-[ ] Security Reviews Agriculture 2 Die
170+75+80+40+195+120+110+240 = 1030/1155
- 1 Die on Yellow Zone Fortress Towns for a 100% chance and a DC of 1 to complete Phase 6.
- 6 Die on Suborbital Shuttle Service for a 100% chance and an Average DC of 4 to complete Phase 2 and a 87% chance and an Average DC of 37 to complete the entire Action. We have been planning to do this for the entire plan and I see no reason not to finish it.
- 1 Die on Continuous Cycle Fusion Plants Phase 9 for a 89% chance and a DC of 12 to complete this phase.
- 1 Die on North Boston Phase 5 to get that rolling since the plan is to finish it in 2062 last I checked.
- 2 Die on Suzuka Prototype Hover Chassis Factory for a 50% chance and an Average DC of 51 to complete this action and get us some hovertrucks.
- 2 Die on Bergen Superconductor Foundry Phase 3 for a 79% chance and an Average DC of 33 to complete this Phase of Bergen.
- 1 Die on Civilian Drone Factories for a 52% chance and a DC of 49 to complete this action.
- 1 Die on Artificial Wood Development for a 85% chance and a DC of 21 to complete because that lets us see if this is a Deployment Action to take early into the new plan when we need to keep a tight Budget.
- 1 Die on Tarberry Development for a 100% chance and a DC of 1 to complete this action and have some Energy options in Agriculture.
- 2 Die on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 2 to complete Phase 4 and be done with this plan goal.
- 1 Die on Security Reviews as it's been 3 Years since the last one and Agirculture actions are cheap enough that it makes no difference if we wait a turn to do it.
- 2 Die on Liquid Tiberium Power Cell for a 99% chance and an Average DC of 3 to complete Phase 1 and a 15% chance and an Average DC of 73 to complete Phase 2. So 10 to 20 power gained on this action.
- 1 Die and Erewhon on Visceroid Research Programs for a 82% chance and a DC of 31 to complete this action. This will synergize with both Human genetic Engineering and Liquid Tiberium Power Cells so might as well give it a try next turn.
- 1 Die on Venusian Tiberium for a 100% chance and a DC of 1 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.
- 2 Die on Orbital Cleanup for a 100% chance and a DC of 1 to complete Stage 11 and a 76% chance and an Average DC of 36 to complete the whole action chain, get Energy sattelites, be done with it and get a small amount of bonus resources in reserve from it.
- 5 Dice on Leopard II Factory for a 77% chance and an Average DC of 41 to finish one of the two actions we are planning to do before building the other two stations.
- 1 Die on Human Genetic Engineering Programs for a 100% chance and a DC of 1 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.
- 2 Die on Regional Hospital Expansions for a 42% chance and an Average DC of 55 to complete Phase 1.
- 1 Die on Ocular Implant Development for a 100% chance and a DC of 1 to complete this action and get people some sight replacement.
- 3 Dice on ASAT Phase 4 for a 93% chance and an Average DC of 26 to complete this plan goal.
- 1 Die + 1 AA Die on Orbital Strike Regimental Combat Team Stations for a 94% chance and an Average DC of 18 to complete this plan goal.
- 1 Die on Ground Forces Zone Armor in London for a 83% chance and a DC of 18 to complete the new plan goal.
- 2 Die on Ground Forces Zone Armor in Tokyo for a 39% chance and an Average DC of 57 to complete and get ZOCOM some more relief.
- 4 Dice on the last Shark Class Frigate Shipyard for a 64% chance and an Average DC of 46 to complete the last of the current crop of shipyards.
- 2 Die on Administrative Assistance on OSRCT Stations.
- 2 Die on Agriculture Security Review. I'm not interested in having a chance to fail this review.
We have Strategic Needs, Operational Needs and Tactical Needs. And Weaknesses for each of those too:
- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice. We have enough Resources until Reallocation hits, but our military confidence could use a boost especially with the Navy and ZOCOM.
- Our Strategic Weaknesses currently are a lack of full new generation Tiberium processing (which we can mitigate by building new processing plants, but isn't going away until we do both the retrofit and the new generation of Tiberium storage/silos) and not enough consumables (which can be fixed by building up railgun ammunition).
- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones, Edit 2: specifically Vein Mines and other Tiberium excavation Actions, we are not cleaning the ocean floor enough, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).
- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military and a lack of enough quality Housing for our population.
- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), Edit 2: completing all Frigate shipyards, developing and deploying Governor As, deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.
- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment (this used to be just NOD Stealth, but we had a NAT 100), lack of Orbital Lasers Edit 2: for shooting down missiles, Tunnelers, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik Capstone) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities) and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.
Edit: Whoops forgot to reply:
That's completely different.
The banking action is all about how we choose to allocate money. No one is going to be judging us externally if we leave dice fallow because we spent those Resources on something else that people legitimately value, like investment in the private economy via the banking reforms.
People will very much judge us, from the outside, if we go into negative Capital Goods and start dipping into the "in case of apocalypse" stockpiles we were supposed to be rebuilding because we just spent -10 Capital Goods on a weird nerd project only Treasury nerds understand or care about.
The root cause of the problem here is that Predictive Modeling or whatever it's called is an optional project, not mandatory. It does not change the rules of the game by so much that we are under an obligation to do it if it does not benefit us to do so. For that exact reason, it behooves us to avoid doing it until we know those resources are not needed for some other, mandatory project.
The banking reform is different because it is not mandatory that we spend R to activate all our dice every turn. Thus, the possibility of us being less able to do so in 2062Q1 is not necessarily a disaster.
Simon I have repeatedly argued that not activating all the Dice is a disaster with my plans. Why would I stop now?