Yes, but you seem to be ignoring that I am also working on things that need to be done...
It depends on which things we prioritize.

The thing is, the biggest thing people a lot of people are doing to get 200-300 R reserve funds (Void Stalker is a notable exception) going into 2062Q1 is skipping the banking reforms. That's been quite consistent, and I don't think it's a good move.

and it's not as if our Capital Goods indicator is in serious danger of even hitting single digits.
...If we don't lean heavily into vein mining and we don't deliberately pursue Capital Goods intensive options, it likely won't. But then, we really do want to fill a 250-300 point stockpile as soon as possible. Whether we're at +18 or +12 makes a significant difference for when Capital Goods really hit the civilian economy in a big way, even though neither scenario is "in danger of hitting single digits."

Likewise, whether we feel we can afford to do things like AEVAs or not makes a practical difference.

Bureau- 2 reviews covered above, banking reforms for civil economy and predictive modeling to make our rolls more consistent (the last is the one I could swap out if people have ideas for something else)

Thoughts?
Predictive Modeling is a mistake; we're not in such a strong Capital Goods position that we can afford to take a -10 hit right on the eve of starting a new Plan when we can't afford to do any megaprojects in a hurry and have several other -Capital Goods actions to take (Zone Armor factories, electric car factories, vein mines).

Security reviews are a bad idea right now; we have too much else that pressingly needs doing. It's robbing Peter to pay Paul.

I do think that the low orbit support satellite constellations are a must have give me now now now now project it should help both high command and INOPS tremendously and make nod raids and assaults that much harder to pull off with some of them having to go entirely subterranean to avoid detection which could set them back whole quarters or even cancel all together
It, along with Ferro-Aluminum Armor Refits and Railgun Munitions, are perfect projects to do in 2062Q1-Q2, because of the low cost per die.

Mashing the button on them now when we are wrapping up a tremendous amount of unfinished business including multiple Plan promises would be a mistake. But expect me to mash that button soon.

Edit I would Allso like to give a argument for inferno gel our current problem is the gana these BIOLOGICALcybernetic horrors are doing terrible damage in the tunnels of the Himalayas and elsewhere and you know what could hard counter these …some good old fire roasting the biological components and heating up the cybernetics to the point of heat sink failure and death we have zone armor coming online for main line forces so using turbo incindiarys underground is not even crazy since the troops will have sealed suits and air to rely on
We have multiple lines of evidence indicating that GDI has no specific plans to use incendiaries as some kind of hard counter to biomonsters, and by now we have more than enough experience to deduce whether that would work.

It would be a problem... if we didn't have 117 political support.

If we intend to get them at all, it's more financially sound to do it now and spin them off using our glut of PS.
Prime, we are already laboring under about -160 RpT of line items. If we can get most of that off our backs during reallocation without spending our PS all the way down into the ground, then fine, we can do that and create new spinoff bureaus next turn, in 2062.

But we already have such a massive pile of line items that until we actually see the exchange rate for converting lost Political Support into line items taken off our budget, it would be reckless in the extreme to saddle ourselves with an additional -50 RpT of line item expenses in 2061Q4.

As has been demonstrated, Seo is built to be able to make and spend PS. With our tech backlog and Tali's discontent, I feel that taking the dept of refits and munitions now and spinning them off is the best way forward.
The bureaus will make sense soon; they do not make sense now.

Cost comes to 170R for this currently
Acknowledged. Will fix this and other issues soon.

Assuming no progress decay, I have this at 89.4%.

This section should be 170R, not 165R.

This is only 91% as Erewhon doesn't roll with any bonuses. (Needs 10 progress or higher to complete.)
Will fix these issues

I'd suggest switching a die from the Leopard II to the Station Bay, as that way it'll have a 9% chance of completion compared to the Leopard's 2%.
In neither case will I really be counting on the slim possibility of completion, so I don't consider it very relevant. As the station bay has the larger payoff, it will be easier to justify dice investment into it in large, adequate amounts in 2062Q1, when we do NOT want to truly slow-walk those projects because we can't start Columbia or Shala until they are finished. Thus, I want to pour roughly even numbers of dice into both. I cannot complete both on my current dice budget, so all I can really do is get both so close to finishing that they are effectively "done deals" in Q1.

ASAT has been updated. Phase 5 only costs 20R/die. (This was a holdover from back when we stopped using Fusion dice; every other project went down to 20R/die but ASAT Phase 5 accidentally didn't.) So there's no financial benefit to overkilling it. You could go down to 3 dice for a 93% completion chance and use the extra die elsewhere.
This is a valid argument. At the same time, I very much want to maintain a reputation for Treasury keeping its promises, and I am morally certain we will need to invest in ASAT Phase 5 next Plan. I will stand by that dice allocation, viewing the expansion into early Phase 5 as a logical response to the realization that there is still an active threat from deep space.

Given we're not going to smother Open Hand in its cradle, we can't kill Nod. Nod is an ideological movement. Killing ideas ranges from notoriously to impossible to kill. Not to mention Nod's skill at infiltration and stealth.

Not saying we shouldn't try to keep them land locked, but once we start building off Earth colonies Nod will start sneaking its people on those ships.
It is important to recognize the difference between Nod-the-polity and Nod-the-ideology.

Nod-the-ideology... I'm honestly not sure what it even is after you strip out reverence of Kane and loyalty to the polity, but whatever it is, it's just another religion. Humanity can live with it.

Nod-the-polity is a very different and far more toxic matter, at least as it exists now, and GDI has a very strong incentive to keep it contained to the Earth so far as possible.

--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
Between this and having only one die on tiberium power, are you sure you're okay for Energy?

--[] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
--[] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
That's a lot of megaprojects for a modest return on investment in political benefits. Even if all of this is stuff you want to do anyway, it bears consideration that we cannot do everything at once in a finite amount of time.

Remember that that's 1200 points of Infrastructure investment (on top of two planned cities we're already committed to!) in exchange for, frankly, not much Housing in return. And that each "Phase 5" of an industrial capstone is typically an investment of something like 15-30 dice in its own right. We can easily write far more checks than we have the power to cash.

--[] Erewhon: Complete North Boston Phase 5: +5 Political Support
While I have every intention of completing North Boston Phase 5, I am not sure I want to make a binding commitment to do a 2400-point megaproject for +5 Political Support at a time when we have at least as much PS as we know what to do with.

Okay, so, this is a while back, but I only just remembered I needed to respond to this:

the tl;dr is: The Drone Meta now can include mobile operating theater drones / ambulances.
With sufficient tech development, yes.

I'm already in favor of developing autodocs when they become available, to be clear. I think it'll be superfluous for civilian life, and admittedly that is the context I was thinking of, but the military applications are, yes, excellent.
 
[ ] Green Architecture Risk Assessment and Testing (New)
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.

We have a ton of stuff to do but I really do want to grab this at some point.
 
...If we don't lean heavily into vein mining and we don't deliberately pursue Capital Goods intensive options, it likely won't. But then, we really do want to fill a 250-300 point stockpile as soon as possible. Whether we're at +18 or +12 makes a significant difference for when Capital Goods really hit the civilian economy in a big way, even though neither scenario is "in danger of hitting single digits."

Likewise, whether we feel we can afford to do things like AEVAs or not makes a practical difference.
If we're doing RZ mining in Q1 and Q2, we'll have +6 CG in Q3 from the sub-bureau if we want to switch to Vein Mining by then.
In neither case will I really be counting on the slim possibility of completion, so I don't consider it very relevant. As the station bay has the larger payoff, it will be easier to justify dice investment into it in large, adequate amounts in 2062Q1, when we do NOT want to truly slow-walk those projects because we can't start Columbia or Shala until they are finished. Thus, I want to pour roughly even numbers of dice into both. I cannot complete both on my current dice budget, so all I can really do is get both so close to finishing that they are effectively "done deals" in Q1.
First off, a 9% completion chance is 4.5 times more likely to pay off than a 2% chance. If you'll recall, just three turns ago we completed an Escort shipyard on only two dice despite that only having a 4% completion chance. You don't need to count on it completing, but you can certainly benefit from it if you allow for it to happen.

Secondly, the entire point of doing these projects is dice efficiency, not construction speed. And slow-walking them is easy enough to do. We can put a few extra dice into Orbital Cleanup or one of the other Bays without losing anything long-term. But if we over-invest a few dice, we lose out on whatever progress in other projects we could have gained from them.
While I have every intention of completing North Boston Phase 5, I am not sure I want to make a binding commitment to do a 2400-point megaproject for +5 Political Support at a time when we have at least as much PS as we know what to do with.
It'd feel pretty mean to take Political Promises but not give Erewhon reassurance that we'll work on the project that can keep it from dying.
 
Last edited:
Further draft revisions. Budgets for Resources, Capital Goods, Energy, Food, and Political Support are now spoilered for brevity.

One die shifted off fusion to alloys. No other major changes. Various minor typos have been corrected (thanks to @Void Stalker and @Derpmind )

But see below...



MONEY BUDGET
1155 RpT income + 110(?) R reserves
1135/1265
130 R surplus budget at plan end
(but positioned to really surge income in 2062Q1, while ensuring fast civilian-sector growth!)

PESSIMISTIC CAPITAL GOODS BUDGET
+17 (?) baseline
+17 +2 (DHIA) -2 (claws) -1 (London) = +16
(I am not counting the +6 from Chicago or the +2 from Bergen; those 'only' have ~75% chances each of completing)

FOOD BUDGET
+20 (baseline from projects) -5 (refugees, pessimistic) = +15 (?) baseline, pessimistic
Becomes +12 with storehouses, 90% chance of +16 if vertical farms finish

QUITE PESSIMISTIC ENERGY BUDGET
+8 baseline (huh, that was surprisingly spot-on)
+8 (baseline) +10 (tiberium Phase 1) -4 (Chicago) -2 (Suzuka) -2 (drones) -2 (vertical farms) -1 (hospitals) -2 (London)
+5 Energy
(more likely +21 Energy from fusion, possibly more pluses from Bergen or Tiberium Power Phase 2 but not counting on it)

GETTING YELLED AT BUDGET
117 - 10 (Visceroids) -5 (genetic engineering) -5 (tiberium power) = 97 Political Support
15% chance of less if Phase 2 tiberium power finishes,

7/7 Free dice

[] Plan Attempting To Have Banks In Chicago
-[] Infrastructure (5 dice + 2 Free dice, +32 bonus, 140 R)
--[] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[] Chicago Planned City (Phase 4) 3/550 (6 dice + HI die, 120 R) (71% chance)
-[] Heavy Industry (4 dice + 2 Free dice, +29 bonus, 110 R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20 R) (81% chance)
--[] Advanced Alloys Development 0/120 (2 dice, 30 R) (94% chance)
--[] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
--[] Chicago Planned City Phase 4 (1 die, 20 R) (see above)
-[] Light Industry (4 dice, +24 bonus, 80 R)
--[] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (89% chance, less if progress decay)
-[] Tiberium (7 dice + EREWHON!!!, +39 bonus, 170 R)
--[] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (E die, 25 R) (91% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[] Orbital (6 dice, +26 bonus, 120 R)
--[] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[] Services (5 dice, +27 bonus, 110 R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
--[] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[] Military (8 dice + 2 Free dice + AA die, +26 bonus, 240 R)
--[] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (100% with Seo bonus)
--[] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.9% with Seo bonus)
---[] Deliberate overkill onto Phase 5, because this is foreseeably needed in the next Plan
-[] Bureaucracy (4 dice, 100 R)
--[] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)
--[] Make Political Promises (Updated)
---[] FMP: ‌Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[] Market‌ ‌Socialist‌: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[] Homeland‌ ‌Party‌‌: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[] Biodiversity‌ ‌Party‌: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative‌ ‌First:‌ Ahahaha Go Play Hopscotch In A Yellow Zone Minefield: -??? steps.



This is a more military-heavy version of the Plan that does more for various branches of the armed forces... but drops Chicago, and a few other things, somewhat.



MONEY BUDGET
1155 RpT income + 110(?) R reserves
1105/1265
160 R surplus budget at plan end
(but positioned to really surge income in 2062Q1, while ensuring fast civilian-sector growth!)

PESSIMISTIC CAPITAL GOODS BUDGET
+17 (?) baseline
+17 +2 (DHIA) -2 (claws) -1 (London) = +16
(I am not counting or the +2 from Bergen, with its ~75% chances each of completing)

FOOD BUDGET
+20 (baseline from projects) -5 (refugees, pessimistic) = +15 (?) baseline, pessimistic
Becomes +12 with storehouses, 90% chance of +16 if vertical farms finish

QUITE PESSIMISTIC ENERGY BUDGET
+8 baseline (huh, that was surprisingly spot-on)
+8 (baseline) +10 (tiberium Phase 1) -2 (Suzuka) -2 (drones) -2 (vertical farms) -1 (hospitals) -2 (London) -2 (metros)
+7 Energy
(more likely +23 Energy from fusion, possibly more pluses from Bergen or Tiberium Power Phase 2 but not counting on it)

GETTING YELLED AT BUDGET
117 - 10 (Visceroids) -5 (genetic engineering) -5 (tiberium power) = 97 Political Support
15% chance of less if Phase 2 tiberium power finishes,

7/7 Free dice

[] Plan Attempting To Have Banks And Walls Of Guns
-[] Infrastructure (5 dice, +32 bonus, 70 R) (old)
--[] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[] Urban Metros (Phase 4) 0/150 (2 dice, 30 R) (76% chance)
-[] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 9% chance Phase 10)
-[] Heavy Industry (4 dice + 1 Free dice, +29 bonus, 90 R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20 R) (81% chance)
--[] Advanced Alloys Development 0/120 (2 dice, 30 R) (94% chance)
--[] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
-[] Light Industry (4 dice, +24 bonus, 80 R)
--[] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (89% chance, less if progress decay)
-[] Tiberium (7 dice + EREWHON!!!, +39 bonus, 170 R)
--[] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (E die, 25 R) (91% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[] Orbital (6 dice, +26 bonus, 120 R)
--[] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[] Services (5 dice, +27 bonus, 110 R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
--[] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[] Military (8 dice + 5 Free dice + AA die, +26 bonus, 300 R) (old)
--[] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[] Ground Forces Zone Armor (Santiago) 0/180 (1 die, 20 R) (1/2.25 median)
--[] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[] Advanced ECCM Development 0/40 (1 die, 20 R) (100% chance)
--[] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (22% chance)
--[] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (100% with Seo bonus)
--[] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.9% with Seo bonus)
---[] Deliberate overkill onto Phase 5, because this is foreseeably needed in the next Plan
-[] Bureaucracy (4 dice, 100 R)
--[] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)
--[] Make Political Promises (Updated)
---[] FMP: ‌Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[] Market‌ ‌Socialist‌: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[] Homeland‌ ‌Party‌‌: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[] Biodiversity‌ ‌Party‌: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative‌ ‌First:‌ Ahahaha Go Play Hopscotch In A Yellow Zone Minefield: -??? steps.
 
[ ] Green Architecture Risk Assessment and Testing (New)
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.

We have a ton of stuff to do but I really do want to grab this at some point.
I for one will happily be all over that in Q1 or Q2 of next year. It's cheap per die and the impact could be significant.

If we're doing RZ mining in Q1 and Q2, we'll have +6 CG in Q3 from the sub-bureau if we want to switch to Vein Mining by then.
We're not going to be doing only Red Zone mining in Q1 and Q2, unless we really, really want to stress-test ZOCOM's hopes about Nod leaving us alone in the Red Zones. I still expect to be doing a lot of vein mining. Like, a lot.

First off, a 9% completion chance is 4.5 times more likely to pay off than a 2% chance. If you'll recall, just three turns ago we completed an Escort shipyard on only two dice despite that only having a 4% completion chance. You don't need to count on it completing, but you can certainly benefit from it if you allow for it to happen.
I'll think about it. The problem is that if I go two-and-four, the odds of the Leopard yard being close enough to completion that we can decide with confidence whether it gets one die or two in 2062Q1 decreases.

See, I agree that it's about dice efficiency, but we also really do want to actually get the things done. Knowing whether we're in a situation in 2062Q1 where "one more die will probably do it" versus "crap, need at least two more, maybe three" is valuable, and ideally we really want to be in the former situation on both projects.

So there's a balance to be struck. I don't want to be fooling around in 2062Q3 still waiting to start Columbia because we accidentally appointed the same project manager for the station bay that we previously had handling our freeze-drying plants.

It'd feel pretty mean to take Political Promises but not give Erewhon reassurance that we'll work on the project that can keep it from dying.
I fully intend to take that same promise as part of the Four Year Plan reallocation and surprise Erewhon with it, in exchange for Erewhon agreeing to do literally nothing.

But I want that as a piece of leverage with a GDI political party.

Also, unlike you, I don't have a spare Bureaucracy die because I'm trying to do the banking reforms for the civilian economy.
 
@Simon_Jester any reasons not to take the socialst promise one too? We are likely going to be 4 next plan capstones next plan anyway chicago cause we have too, boston for erwhon, bergen for that energy and making other stuff more efficent/more energy plus some cap goods and nukk for that sweet cap good. We are gonna need a lot of all those things this plan so since we are gonna do all these anyway why not take the promise? Also why not the devolpminst we are gonna be raising our income a ton anyway through all that abatment we are gonna do so why not that too?
 
Last edited:
I am very confused by the political promises. Some of them are not possible this plan, but don't specific that they are for next plan.
 
But I want that as a piece of leverage with a GDI political party.

Also, unlike you, I don't have a spare Bureaucracy die because I'm trying to do the banking reforms for the civilian economy.
I think I was wrong that double-dipping wasn't allowed, at least in regard to political promises. But just to be sure...

@Ithillid
Do interdeparmental favors or political favors prevent that promise from being usable in reallocation?
 
Last edited:
-[ ] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
-[ ] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
-[ ] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: Do not take any UYL Plan Goals for next Plan. +2d50 steps
-[ ] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
-[ ] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
-[ ] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
-[ ] Homeland‌ ‌Party‌‌: 50 ‌seats (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
-[ ] Reclamation Party: 12 Seats (3; 9; 0; 0): Complete at least three blue zone inhibitors by the end of next plan: +1d6 Steps.
-[ ] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.

I am very confused by the political promises. Some of them are not possible this plan, but don't specific that they are for next plan.
they do though?
 
Rakuhn, that's a good point. My suspicion is that we can't promise the same thing at reallocation if we're already committed to doing it, BUT that parties who would have wanted those commitments might view us more favorably and maybe need to be given fewer concessions to reach the same level of support.

It's all wibbly-wobbly-politically-wimey, I imagine.

@Simon_Jester any reasons not to take the socialst promise one too? We are likely going to be 4 next plan capstones next plan anyway chicago cause we have too, boston for erwhon, bergen for that energy and making other stuff more efficent/more energy plus some cap goods and nukk for that sweet cap good. We are gonna need a lot of all those things this plan so since we are gonna do all these anyway why not take the promise?
Because I don't want to promise to go all the way to Bergen Phase 5 and I'm not sure whether Chicago will count and in general I want some reasonable degree of insurance against shit happening.

If the price was right I'd cheerfully promise to complete Chicago, Bergen, Nuuk, and North Boston... but what the Socialists are offering isn't a high enough price.

Remember that the upcoming reallocation will, like the last two, involve us making long lists of promises to various political parties. We don't just need to have their support, we need to have enough wiggle room to promise more things next turn to ensure that our supporters actually vote for our plan. If we sign away promises to a lot of things, including giant megaprojects, left and right, this leaves us with fewer concessions to make soon when we need them. So I'm trying to restrict myself to relatively minor concessions, or concessions we are very likely to not need in order to buy key supporters.
 
Predictive Modeling is a mistake; we're not in such a strong Capital Goods position that we can afford to take a -10 hit right on the eve of starting a new Plan when we can't afford to do any megaprojects in a hurry and have several other -Capital Goods actions to take (Zone Armor factories, electric car factories, vein mines).

Security reviews are a bad idea right now; we have too much else that pressingly needs doing. It's robbing Peter to pay Paul.
Predictive modeling was what I was weakest on.

On the other hand security review is a perfect time as both categories have plan goals so we avoid any surprises in them and are the ones that have not been worked on the longest. It also drops cost so I can roll over more R to Q1. I will probably do some promises to parties instead of modeling though
 
Revised this one a little bit, as it seems like a good idea to push for Steel Talons stuff.
And with the extra PS, I see no reason not to do two rounds of Tib Power. It gives us a decent buffer and maybe people will chill when they realise that it doesn't turn nearby people into visceroids.
Leaving the Fusion as a 'press when needed' project, as there are other demands on dice at the moment.
Managed to keep Chicago, Frigates and Vertical Farming as likely to complete. Not as much HI as I would have liked, but Chicago is good.
Gone with Microfusion Cells as I only had one die available and didn't really want to start a development that likely wouldn't complete. Could change it if people are really committed to another one, and think that a 30% chance is worth it.
Spare Tib die to set up the Border Offensives. We aren't likely to be able to fully rush those next turn, so this helps.
LCI is starting the Reykjavik expansion, and leaving the cheap projects for the start of the next Plan. We do need Reykjavik done as soon as we can. People are going to want more myomers for the jumping mecha-legs as well as zone armor...
Agri, Orbital and Services is fairly standard. Just simple deliverables. Although Orbital is a stab each way, to see if we can save a die on the Leopard II Yards. No major issue if it doesn't pay off.
It is possible that our Military Goals may fall short, but that is always they case when crit fails exist, and we will not be accused of underspending here. Everything should finish with even slightly bad rolls, and confident that the Navy and the Steel Talons will be pleasantly surprised by their Christmas present.
Gone conservative on the Promises, as there are too many unknowns here.

[] Plan: Power to the Steel Talons
-[] Infrastructure 7/5 160R
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[] Chicago Planned City (Phase 4) 3/550 6 Infra + 1 HI dice 140R 71%
-[] Heavy Industry 4/4 60R
--[] (1 die on Chicago)
--[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
--[] Microfusion Cell Development 0/60 1 die 20R 90%
-[] Light and Chemical Industry 4/4 100R
--[] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 2 dice 40R 2/17 median
-[] Agriculture 4+E/4 65R
--[] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
--[] Vertical Farming Projects (Stage 2) 65/240 2+Erewhon dice 45R 78%
-[] Tiberium 7/7 140R
--[] Red Zone Border Offensives (Stage 1) 0/250 1 die 25R 1/3 median
--[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 3 dice 60R 81%
--[] Visceroid Research Programs 0/120 2 dice 30R 99%
--[] Venusian Tiberium Studies 95/120 1 die 25R 100%
-[] Orbital 6/6 120R
--[] Satellite Bay 0/400 2 dice 40R 2/5ish median
--[] Leopard II Factory 0/350 4 dice 80R 32%
-[] Services 5/5 120R
--[] Human Genetic Engineering Programs 77/120 1 die 25R 100%
--[] Regional Hospital Expansions (Phase 1) 121/300 3 dice 75R 91%
--[] Ocular Implant Development 83/120 1 die 20R 100%
-[] Military 13+AA/8 320R
--[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
--[] OSRCT Station (Phase 4) 319/395 2 dice 40R 100%
--[] Ground Forces Zone Armor (London) 121/180 1 die 20R 83%
--[] Shark Class Frigate Shipyards (Seattle) 0/300 4 dice 80R 64%
--[] Medium Tactical Plasma Weapon Deployment 0/80 1+AA die 60R 93%
--[] Sparkle Shield Module 0/120 2 dice 60R 91%
-[] Bureaucracy 4/4 0R
--[] Administrative Assistance: Medium Tactical Plasma Weapon Deployment
--[] Interdepartmental Favors
---[] Steel Talons: Deploy Medium Tactical Plasma Weapons: +5 Political Support
---[] Air Force: Deploy Orca Wingman Drones before the end of next plan: +5 Political Support
--[] Make Political Promises
---[] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.

7/7 Free Dice
1/1 Erewhon Die
1085/1265 R
PS: 117 -10 (Tib Power) -10 (Visceroids) -5 (Genetics) +5 (Plasma Pew Pew) = 97
Energy: 17 -4 (Chicago) -2 (Suzuka) +4 (Bergen) -2 (Vertical Farming) +20 (Tib Power) -1 (Hospitals) -2 (London) -6 (Seattle) = 24
Worst case scenario on Energy (which is that Tib Power goes nowhere, Bergen doesn't complete, but everything else somehow does) is that we are down to 0 Energy, with multiple buttons to push.
 
Yes.
Electric Vehicles requires our entire HI department just to have a chance to complete.
2 phases of BZ Arcologies? We cannot possibly do that in one turn.
At this point, assume all projects are before end of next plan.
This is an answered question.
...If we don't lean heavily into vein mining and we don't deliberately pursue Capital Goods intensive options*, it likely won't. But then, we really do want to fill a 250-300 point stockpile as soon as possible. Whether we're at +18 or +12 makes a significant difference for when Capital Goods really hit the civilian economy in a big way, even though neither scenario is "in danger of hitting single digits."

Likewise, whether we feel we can afford to do things like AEVAs or not makes a practical difference.
*And if we don't produce a significant number of Capital Goods early in the Plan.
(Added asterisk in your quote)

Because we can complete Chicago Phase 4 pretty easily in 1 turn, possibly 2 if dice are unkind, and if we focus on it, we can complete Nuuk 4 in 2 turns (3 if dice are unkind, again). Whether we're at +18 or +12 for 3-4 turns means very little when after that we jump up to +44 or +50.
 
Let there be votes!

[X] Plan Let The Zone Troopers Finish Their Training
-[X]Infrastructure 5/5 160R
-[X] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 100%
(Supports Green Zone Intensification)
(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[X] Chicago Planned City (Phase 4) 4 dice + 2 free dice + 1 HI die 140R 71%
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
-[X]Heavy Industry 4/4 110R
-[X] Advanced Alloys Development 1 die + 1 admin die 30R 72%
(Progress 0/120: 15 resources per die)
-[X] Continuous Cycle Fusion Plants (Phase 9) 2 dice 40R 100%
(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[X] Low Velocity Particle Applicator Development 1 free die + 1 Erewhon die 40R 72%
(Progress 0/120: 20 resources per die)
-[X] Chicago Planned City 1 die
-[X]Light and Chemical Industry 4/4 100R
-[X] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 98%
(Progress 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[X] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[X]Agriculture 4/4 65R
-[X] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[X] Strategic Food Stockpile Construction (Phase 3) 1 die + 1 free die 20R 99%
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[X]Tiberium 7/7 130R
-[X] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Stage 8 33%)
(Progress 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 3 dice 60R 100%
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
(Phase 2 81%)
-[X] Visceroid Research Programs 2 dice 30R 99%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[X] Venusian Tiberium Studies 1 die 25R 100%
(Progress 95/120: 25 resources per die)
-[X]Orbital 6/6 120R
-[X] Station Bay 2 dice 40R 0%
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[X] Leopard II Factory 4 dice 80R 32%
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
-[X]Services 5/5 100R
-[X] Human Genetic Engineering Programs 1 die 25R 100%
(Progress 77/120: 25 resources per die) (-5 Political Support)
-[X] Hallucinogen Development 2 die 30R 100%
(Progress 0/60: 15 resources per die)
-[X] Regional Hospital Expansions (Phase 1) 1 die 25R 0%
(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[X] Ocular Implant Development 1 die 20R 100%
(Progress 83/120: 20 resources per die)
-[X]Military 8/8 250R
-[X] ASAT Defense System (Phase 4) 3 dice 60R 93%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 4) 2 dice 40R 99%
(Progress 319/395: 20 resources per die)
-[X] Ground Forces Zone Armor (Set 1)
--[X] London 2 dice 40R 100%
(Progress 121/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[X] Island Class Assault Ship Development (Platform) 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[X] Medium Tactical Plasma Weapon Deployment 1 die 30R 62%
(Progress 0/80: 30 resources per die)
-[X] Sparkle Shield Module 2 free dice 60R 91%
(Progress 0/120: 30 resources per die)
-[X]Bureaucracy 3/4
-[X] Administrative Assistance (Advanced Alloys Development) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[X] Make Political Promises (Updated)
--[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
--[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
--[X] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
--[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
-[X] Banking Reforms 1 die hold 100R in reserve auto
(Must maintain 100 resources in reserve.)
-[X]Free Dice 7/7
-[X] 2 in Infrastructure
-[X] 1 in Heavy Industry
-[X] 1 in Agriculture
-[X] 3 in Military
-[X]Resources Income 1035/1155 Reserve 0/110

[X] Plan To The Red Zones
-[X]Infrastructure 5/5 160R
-[X] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 100%
(Supports Green Zone Intensification)
(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[X] Chicago Planned City (Phase 4) 4 dice + 2 free dice + 1 HI die 140R 71%
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
-[X]Heavy Industry 4/4 110R
-[X] Advanced Alloys Development 1 die + 1 admin die 30R 72%
(Progress 0/120: 15 resources per die)
-[X] Continuous Cycle Fusion Plants (Phase 9) 2 dice 40R 100%
(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[X] Low Velocity Particle Applicator Development 1 free die + 1 Erewhon die 40R 72%
(Progress 0/120: 20 resources per die)
-[X] Chicago Planned City 1 die
-[X]Light and Chemical Industry 4/4 100R
-[X] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 98%
(Progress 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[X] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[X]Agriculture 4/4 65R
-[X] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[X] Strategic Food Stockpile Construction (Phase 3) 1 die + 1 free die 20R 99%
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[X]Tiberium 7/7 145R
-[X] Red Zone Border Offensives (Stage 1) 2 dice 50R 10%
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 2 dice 40R 99%
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
(Phase 2 15%)
-[X] Visceroid Research Programs 2 dice 30R 99%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[X] Venusian Tiberium Studies 1 die 25R 100%
(Progress 95/120: 25 resources per die)
-[X]Orbital 6/6 120R
-[X] Station Bay 2 dice 40R 0%
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[X] Leopard II Factory 4 dice 80R 32%
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
-[X]Services 5/5 100R
-[X] Human Genetic Engineering Programs 1 die 25R 100%
(Progress 77/120: 25 resources per die) (-5 Political Support)
-[X] Hallucinogen Development 2 die 30R 100%
(Progress 0/60: 15 resources per die)
-[X] Regional Hospital Expansions (Phase 1) 1 die 25R 0%
(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[X] Ocular Implant Development 1 die 20R 100%
(Progress 83/120: 20 resources per die)
-[X]Military 8/8 250R
-[X] ASAT Defense System (Phase 4) 3 dice 60R 93%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 4) 2 dice 40R 99%
(Progress 319/395: 20 resources per die)
-[X] Ground Forces Zone Armor (Set 1)
--[X] London 2 dice 40R 100%
(Progress 121/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[X] Island Class Assault Ship Development (Platform) 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[X] Medium Tactical Plasma Weapon Deployment 1 die 30R 62%
(Progress 0/80: 30 resources per die)
-[X] Sparkle Shield Module 2 free dice 60R 91%
(Progress 0/120: 30 resources per die)
-[X]Bureaucracy 3/4
-[X] Administrative Assistance (Advanced Alloys Development) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[X] Make Political Promises (Updated)
--[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
--[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
--[X] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
--[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
-[X] Banking Reforms 1 die hold 100R in reserve auto
(Must maintain 100 resources in reserve.)
-[X]Free Dice 7/7
-[X] 2 in Infrastructure
-[X] 1 in Heavy Industry
-[X] 1 in Agriculture
-[X] 3 in Military
-[X]Resources Income 1050/1155 Reserve 0/110

[X] Plan Attempting To Have Banks In Chicago
 
Last edited:
1155 Income +110 Reserve (1265)
1060 Used, 205 Open


[X] Plan Security, Navy, Armor and Talons
Infra 5/5 70R +32
-[X] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[X] Blue Zone Apartment Complexes (Phase 9+10) (Updated) 82/320 2 die 20R 9% (100% for 9)
-[X] Urban Metros (Phase 4) 0/150 2 dice 30R 76%
HI 4/4 75R +29
-[X] Advanced Alloys Development 0/120 1 die 15R 30%
-[X] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
-[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
-[X] Microfusion Cell Development 0/60 1 die 20R 90%
LCI 4/4 80R +24
-[X] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
-[X] Civilian Drone Factories 292/380 1 die 10R 52%
-[X] Artificial Wood Development 0/60 1 die 10R 85%
Agri 4/4 35R +24
-[X] Security Review 1 Agri die
-[X] Agriculture Mechanization Projects (Phase 2) 26/250 1 die 15R 0%
-[X] Strategic Food Stockpile Construction (Phase 4) (Updated) 134/200 2 dice 20R 100%
Tiberium 7/7 175R +39
-[X] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%
-[X] Visceroid Research Programs 0/120 1 die 15R 40%
-[X] Venusian Tiberium Studies 95/120 Erewhorn 25R 91%
-[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%
-[-] Tiberium Harvesting Claw Deployment 363/380 0 dice autocompletes Q4 2061
Orbital 6/6+1 Free 140R +26
-[X] Station Bay 0/400 4 dice 80R 9%
-[X] Leopard II Factory 0/350 3 dice 60R 2%
Services 5/5 115R +27
-[X] Human Genetic Engineering Programs 77/120 1 die 25R 100%
-[X] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%
-[X] Ocular Implant Development 83/120 1 die 20R 100%
-[X] Specialist Isolinear Programming Development (New) 0/120 1 die 20R 28%
Military 8/8+6 free 270R +26
-[X] Security Review 1 Mil die
-[X] ASAT Defense System (Phase 4) 36/220 4 dice 80R 100%
-[X] OSRCT Station (Phase 4) 319/395 2 dice 40R 100%
-[X] Ground Forces Zone Armor (London) (Updated) 121/180 2 dice 40R 100%
-[X] Ground Forces Zone Armor (Tokyo) (Updated) 0/180 2 dice 40R 39%
-[X] Victory Class Monitor Development 0/40 1 die 20R 100%
-[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
-[X] Sparkle Shield Module 0/120 1 die 30R 27%
Bureau 4/4 +24 100R
-[X] Security Review (Agriculture) 1 dice + 1 Agri 90%
-[X] Security Review (Military) 1 dice + 1 Agri 90%
-[X] Make Political Promises (Updated)
--[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
--[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
--[X] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
--[X] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
--[X] Homeland‌ ‌Party‌‌: 50 ‌seats (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
--[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
--[X] Reclamation Party: 12 Seats (3; 9; 0; 0): Complete at least three blue zone inhibitors by the end of next plan: +1d6 Steps.
--[X] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.
-[X] Banking Reforms 1 die -100R auto
Free 7/7
1 Orb, 6 Mil


Plan Goals
Food: 1 point in reserve 100% for 2
Complete ASAT Phase 4 by end of 2061 100%
Complete OSRCT Phase 4 by end of 2061 100%
Complete 1 more Ground Forces Zone Armor factory by end of 2061 100%


So 2 security reviews 1 in mil and 1 in agri, those have not had one for the longest and also are the only categories with plan goals left in them- so this way we avoid any potential unpleasant surprises. In addition making sure we 100% the plan goals.

Infra- Finish off the current YZ fortress town, get another phase of apartments out because 1- cheap so more R rollover and 2- helps us not fall too far behind on HQ housing, and start on Urban Metros as that should lower logistics costs of some apartment phases by forming new urban cores as well as places to distribute industry (cap good and con good)

HI- 1 on fusion to cover power needs while we do research to get better fusion. Other three are on tech dev at 1 die each to see which we can finish on the cheap (dice wise)

LCI- Push for Bergen (only 2 die to keep R down for more rollover for Q1 so that maybe we can have all of our dice active), try and finish civ drones without overkill and try and roll out artificial wood so we can open up paper products and more (so new cons good opportunities)

Agri- Security review to avoid unpleasant surprises (also saves funds), 2 dice on strat food to finish a plan goal and then the last die on agri mech progress for more food to cover the refugees coming in as well as let us start working on the dairy actions.

Tib- min dice on 2 -PS projects while we are over 100, get the new process out so that we can improve our STU production, finish up Vensuian tib studies (and giving Erewhorn something interesting to do) and do a RZ Border Offensive that gives some mit and decent amount of R to reallocate out

Orbital- added a free die so we can get min chance to pass for both Leopard II and Station Bay making it so that Q1 we can just do 1 die on each and the rest on orbital cleanup (orbital cleanup is very cheap R wise and lets us keep dice active while partially rolling R to Q2- so overall increased chance of all dice active Q1 and Q2)

Services- Finsih Gen Engineering and Occular, make progress on Hospital (maybe finish) and go for min dice on Isolinear so that we can unlock the projects it gates sooner

Mil- Security Review to avoid issues finishing the plan goals as well as 8 dice on making sure we finish the three plan goals. After that max free dice here to try and get another ground armor out (or at worst get it close to finish), while also grabbing the victory dev for some naval spending and 2 dice on Talon projects to push our mil forward

Bureau- 2 reviews covered above, banking reforms for civil economy, finally everything but Initiative First (haha no we are not working against UYL) and Socialist (4 capstones could tie up most of the dice in a category depending on what counts and we want flexibility). Most of the rest are either simple enough to squeeze in during the next 4 years or something we would be doing anyway.

Also rolling forward 205R for Q1 next year which should help in getting most if not all dice activated.

Edit

[X]Plan Save Moneys, with more SCIENCE!
 
Last edited:
[X] F0lkL0re
[X] Simon_Jester

//Edit:
[X]Plan: Needs a name
[X] Plan Attempting To Have Banks In Chicago with light combat lasers
[X] Plan Attempting To Have Banks In Chicago
 
Last edited:
[X] Plan Security, Navy, Armor and Talons
[X] Plan Running on Glass v4.4:
[X] Plan Attempting To Have Banks In Chicago
 
Last edited:
Further draft revisions. Budgets for Resources, Capital Goods, Energy, Food, and Political Support are now spoilered for brevity.

Notable things: These plans don't run up our Resource surplus much, because the -RpT from bureaus is eating into our budget rather heavily. Both increase the surplus; the Chicago version by 20 R and the "Walls of Guns" version by 50 R. Both avoid doing security reviews just to reduce costs, since it seems perfectly natural to do those in a few turns anyway. Both do the banking reforms; many other plan drafts discussed do not even try. I think the banking reforms are important to civilian recovery.

Both spend four dice on ASAT; I consider this important both to be more confident of fulfilling the Plan goal, and because it is totally predictable that ASAT Phase 5 rollover will be needed to thicken space defenses for the Fourth Four Year Plan now that we know the Visitors are still out there.



X's removed for conservation; updated version of plan is on Page 1470

MONEY BUDGET
1155 RpT income + 110(?) R reserves
1135/1265
130 R surplus budget at plan end
(but positioned to really surge income in 2062Q1, while ensuring fast civilian-sector growth!)

PESSIMISTIC CAPITAL GOODS BUDGET
+17 (?) baseline
+17 +2 (DHIA) -2 (claws) -1 (London) = +16
(I am not counting the +6 from Chicago or the +2 from Bergen; those 'only' have ~75% chances each of completing)

FOOD BUDGET
+20 (baseline from projects) -5 (refugees, pessimistic) = +15 (?) baseline, pessimistic
Becomes +12 with storehouses, 90% chance of +16 if vertical farms finish

QUITE PESSIMISTIC ENERGY BUDGET
+8 baseline (huh, that was surprisingly spot-on)
+8 (baseline) +10 (tiberium Phase 1) -4 (Chicago) -2 (Suzuka) -2 (drones) -2 (vertical farms) -1 (hospitals) -2 (London)
+5 Energy
(more likely +21 Energy from fusion, possibly more pluses from Bergen or Tiberium Power Phase 2 but not counting on it)

GETTING YELLED AT BUDGET
117 - 10 (Visceroids) -5 (genetic engineering) -5 (tiberium power) = 97 Political Support
15% chance of less if Phase 2 tiberium power finishes,

7/7 Free dice

[] Plan Attempting To Have Banks In Chicago
-[] Infrastructure (5 dice + 2 Free dice, +32 bonus, 140 R)
--[] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[] Chicago Planned City (Phase 4) 3/550 (6 dice + HI die, 120 R) (71% chance)
-[] Heavy Industry (4 dice + 2 Free dice, +29 bonus, 110 R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20 R) (81% chance)
--[] Advanced Alloys Development 0/120 (2 dice, 30 R) (94% chance)
--[] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
--[] Chicago Planned City Phase 4 (1 die, 20 R) (see above)
-[] Light Industry (4 dice, +24 bonus, 80 R)
--[] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (89% chance, less if progress decay)
-[] Tiberium (7 dice + EREWHON!!!, +39 bonus, 170 R)
--[] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (E die, 25 R) (91% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[] Orbital (6 dice, +26 bonus, 120 R)
--[] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[] Services (5 dice, +27 bonus, 110 R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[] Ocular Implant Development 83/120 (1 die, 20 R) (100% chance)
--[] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[] Military (8 dice + 2 Free dice + AA die, +26 bonus, 240 R)
--[] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (100% with Seo bonus)
--[] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.9% with Seo bonus)
---[] Deliberate overkill onto Phase 5, because this is foreseeably needed in the next Plan
-[] Bureaucracy (4 dice, 100 R)
--[] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)
--[] Make Political Promises (Updated)
---[] FMP: ‌Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[] Market‌ ‌Socialist‌: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[] Homeland‌ ‌Party‌‌: Complete 2+ BZ Inhibitors by end of next Plan: +3d6 steps.
---[] Reclamation Party: Complete 3+ BZ Inhibitors by end of next Plan: +1d6 steps.
---[] Biodiversity‌ ‌Party‌: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative‌ ‌First:‌ Ahahaha Go Play Hopscotch In A Yellow Zone Minefield: -??? steps.



This is a more military-heavy version of the Plan that does more for various branches of the armed forces... but drops Chicago, and a few other things, somewhat.



MONEY BUDGET
1155 RpT income + 110(?) R reserves
1105/1265
160 R surplus budget at plan end
(but positioned to really surge income in 2062Q1, while ensuring fast civilian-sector growth!)

PESSIMISTIC CAPITAL GOODS BUDGET
+17 (?) baseline
+17 +2 (DHIA) -2 (claws) -1 (London) = +16
(I am not counting or the +2 from Bergen, with its ~75% chances each of completing)

FOOD BUDGET
+20 (baseline from projects) -5 (refugees, pessimistic) = +15 (?) baseline, pessimistic
Becomes +12 with storehouses, 90% chance of +16 if vertical farms finish

QUITE PESSIMISTIC ENERGY BUDGET
+8 baseline (huh, that was surprisingly spot-on)
+8 (baseline) +10 (tiberium Phase 1) -2 (Suzuka) -2 (drones) -2 (vertical farms) -1 (hospitals) -2 (London) -2 (metros)
+7 Energy
(more likely +23 Energy from fusion, possibly more pluses from Bergen or Tiberium Power Phase 2 but not counting on it)

GETTING YELLED AT BUDGET
117 - 10 (Visceroids) -5 (genetic engineering) -5 (tiberium power) = 97 Political Support
15% chance of less if Phase 2 tiberium power finishes,

7/7 Free dice

[] Plan Attempting To Have Banks And Walls Of Guns
-[] Infrastructure (5 dice, +32 bonus, 70 R)
--[] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[] Urban Metros (Phase 4) 0/150 (2 dice, 30 R) (76% chance)
--[] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 9% chance Phase 10)
-[] Heavy Industry (4 dice + 1 Free dice, +29 bonus, 90 R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20 R) (81% chance)
--[] Advanced Alloys Development 0/120 (2 dice, 30 R) (94% chance)
--[] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
-[] Light Industry (4 dice, +24 bonus, 80 R)
--[] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
--[] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (89% chance, less if progress decay)
-[] Tiberium (7 dice + EREWHON!!!, +39 bonus, 170 R)
--[] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (E die, 25 R) (91% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[] Orbital (6 dice, +26 bonus, 120 R)
--[] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[] Services (5 dice, +27 bonus, 110 R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[] Ocular Implant Development 83/120 (1 die, 20 R) (100% chance)
--[] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[] Military (8 dice + 5 Free dice + AA die, +26 bonus, 300 R) (old)
--[] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[] Ground Forces Zone Armor (Santiago) 0/180 (1 die, 20 R) (1/2.25 median)
--[] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[] Advanced ECCM Development 0/40 (1 die, 20 R) (100% chance)
--[] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (22% chance)
--[] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (100% with Seo bonus)
--[] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.9% with Seo bonus)
---[] Deliberate overkill onto Phase 5, because this is foreseeably needed in the next Plan
-[] Bureaucracy (4 dice, 100 R)
--[] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)
--[] Make Political Promises (Updated)
---[] FMP: ‌Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[] Market‌ ‌Socialist‌: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[] Homeland‌ ‌Party‌‌: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[] Reclamation Party: Complete 3+ BZ Inhibitors by end of next Plan: +1d6 steps.
---[] Biodiversity‌ ‌Party‌: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative‌ ‌First:‌ Ahahaha Go Play Hopscotch In A Yellow Zone Minefield: -??? steps.
 
Last edited:
[X]Plan: Green Space and Big Promises
-[X]Infrastructure 5/5 dice +32 70R
--[X] Blue Zone Arcologies (Stage 4) 1/600 2 dice 30R
--[X] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[X] Blue Zone Apartment Complexes (Phase 9+10) (Updated) 82/320 2 dice 20R 9%
-[X]Heavy Industry (4+1 free die/4 dice+29 bonus 95R)
--[X] Advanced Alloys Development 0/120 1 die 15R 30%
--[X] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
--[X] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
--[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
-[X] Light Industry (4 dice, +24 bonus, 85 R)
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
--[X] Civilian Drone Factories 292/380 1 die 10R 52%
--[X] Civilian Ultralight Factories 0/190 1 die 15R
-[X] Agriculture (4 dice+2 free dice, +24 bonus, 90 R)
--[X] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
--[X] Strategic Food Stockpile Construction (Phase 4) (Updated) 134/200 2 dice 20R 100%
--[X] Tarberry Development 0/40 1 die 20R 100%
--[X] Poulticeplant Development 0/50 1 die 20R 95%
-[X] Tiberium (7 dice+1 free+Erewhorn/7, +39 bonus, 190 R)
--[X] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 56%
--[X] Visceroid Research Programs 0/120 2 dice 30R 99%
--[X] Venusian Tiberium Studies 95/120 Erewhorn die 25R 91%
--[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%
-[X] Orbital (6 dice + 2 Free Dice/6, +26 bonus, 160 R)
--[X] Station Bay 0/400 4 dice 80R 9%
--[X] Leopard II Factory 0/350 4 dice 80R 32%
-[X] Services (5/5 dice, +27 bonus, 110 R)
--[X] Human Genetic Engineering Programs 77/120 1 die 25R 100%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%
--[X] Ocular Implant Development 83/120 1 die 20R 100%
-[X] Military (8 dice + 1 Free dice/8 +26 bonus, 190 R)
--[X] Advanced ECCM Development 0/40 1 die 20R 100%
--[X] ASAT Defense System (Phase 4) (Updated) 36/220 3 dice 60R 93%
--[X] OSRCT Station (Phase 4) (Updated) 319/395 2 dice 40R 100%
--[X] Ground Forces Zone Armor (London) (Updated) 121/180 2 dice 40R 100%
--[X] Sparkle Shield Module 0/120 1 dice 30R 30%
-[X] Bureaucracy 4/4 dice 100R
--[X] Make Political Promises (Updated) 1 die auto
---[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
---[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
---[X] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
---[X] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
---[X] Homeland‌ ‌Party‌‌: 50 ‌seats (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
---[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
--[X] Interdepartmental Favors (Updated) 1 die auto
---[X] Steel Talons: Deploy Medium Tactical Plasma Weapons: +5 Political Support
---[X] Air Force: Deploy Orca Wingman Drones before the end of next plan: +5 Political Support
---[X] Erewhon: Complete North Boston Phase 5: +5 Political Support
--[X] Lobby for Legal Reforms 1 die auto
--[X] Banking Reforms 1 die -100R auto
 
[X] Plan Savings and Tech
-[X] Infrastructure 5/5 dice 60R
--[X] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[X] Blue Zone Apartment Complexes (Phase 9+10+11?) 82/480 4 dice 40R 19% (Phase 9+10 97%)
-[X] Heavy Industry 4/4 dice 95R
--[X] Advanced Alloys Development 0/120 1 die 15R 30%
--[X] Continuous Cycle Fusion Plants (Phase 9) 236/300 2 dice 40R 100%
--[X] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
-[X] Light and Chemical Industry 4/4 dice 80R
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
--[X] Civilian Drone Factories 292/380 1 die 10R 52%
--[X] Artificial Wood Development 0/60 1 die 10R 85%
-[X] Agriculture 4/4 dice 40R
--[X] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
--[X] Strategic Food Stockpile Construction (Phase 4) 134/200 1 die 10R 74%
--[X] Security Review 1 die
-[X] Tiberium 7/7 + Erewhon dice 170R
--[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100% (Stage 8 33%)
--[X] Red Zone Border Offensives (Stage 1) 0/250 1 die 25R (1/2.5 median. Deliberate uncompletion.)
--[X] Tiberium Inhibitor Deployment (Yellow Zone 11) 0/130 1 die 30R 25%
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 2 dice 40R 99% (Phase 2 15%)
--[X] Visceroid Research Programs 0/120 2 dice 30R 99%
--[X] Venusian Tiberium Studies 95/120 1 Erewhon die die 25R 95%
-[X] Orbital 6/6 +2 free dice 150R
--[X] Station Bay 0/400 4 dice 80R 9%
--[X] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89% (Stage 12 4%)
--[X] Leopard II Factory 0/350 3 dice 60R 2%
-[X] Services 5/5 110R
--[X] Human Genetic Engineering Programs 77/120 1 die 25R 100%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%
--[X] Ocular Implant Development 83/120 1 die 20R 100%
-[X] Military 8/8 +5 free 260R
--[X] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
--[X] OSRCT Station (Phase 4) 319/395 1 die 20R 71%
--[X] Ground Forces Zone Armor (London) 121/180 1 die 20R 83%
--[X] Ground Forces Zone Armor (Santiago) 0/180 2 dice 40R 39%
--[X] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%
--[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
--[X] Buckler Shield Development 0/100 1 die 20R 47%
--[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 67%
--[X] Sparkle Shield Module 0/120 1 die 30R 27%
--[X] Security Review 1 die
-[X] Bureaucracy 4/4


This is @Derpmind 's plan, I take no credit for it, though I'll have to tweak it later. I'm also very open for tweaks. But for now it's what I'm voting for.
 
[X] Plan: Power to the Steel Talons
-[X] Infrastructure 7/5 160R
--[X] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[X] Chicago Planned City (Phase 4) 3/550 6 Infra + 1 HI dice 140R 71%
-[X] Heavy Industry 4/4 60R
--[X] (1 die on Chicago)
--[X] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
--[X] Microfusion Cell Development 0/60 1 die 20R 90%
-[X] Light and Chemical Industry 4/4 100R
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 2 dice 40R 2/17 median
-[X] Agriculture 4+E/4 65R
--[X] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
--[X] Vertical Farming Projects (Stage 2) 65/240 2+Erewhon dice 45R 78%
-[X] Tiberium 7/7 140R
--[X] Red Zone Border Offensives (Stage 1) 0/250 1 die 25R 1/3 median
--[X] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 3 dice 60R 81%
--[X] Visceroid Research Programs 0/120 2 dice 30R 99%
--[X] Venusian Tiberium Studies 95/120 1 die 25R 100%
-[X] Orbital 6/6 120R
--[X] Satellite Bay 0/400 2 dice 40R 2/5ish median
--[X] Leopard II Factory 0/350 4 dice 80R 32%
-[X] Services 5/5 120R
--[X] Human Genetic Engineering Programs 77/120 1 die 25R 100%
--[X] Regional Hospital Expansions (Phase 1) 121/300 3 dice 75R 91%
--[X] Ocular Implant Development 83/120 1 die 20R 100%
-[X] Military 13+AA/8 320R
--[X] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
--[X] OSRCT Station (Phase 4) 319/395 2 dice 40R 100%
--[X] Ground Forces Zone Armor (London) 121/180 1 die 20R 83%
--[X] Shark Class Frigate Shipyards (Seattle) 0/300 4 dice 80R 64%
--[X] Medium Tactical Plasma Weapon Deployment 0/80 1+AA die 60R 93%
--[X] Sparkle Shield Module 0/120 2 dice 60R 91%
-[X] Bureaucracy 4/4 0R
--[X] Administrative Assistance: Medium Tactical Plasma Weapon Deployment
--[X] Interdepartmental Favors
---[X] Steel Talons: Deploy Medium Tactical Plasma Weapons: +5 Political Support
---[X] Air Force: Deploy Orca Wingman Drones before the end of next plan: +5 Political Support
--[X] Make Political Promises
---[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
---[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps.
---[X] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
---[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[X] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.

7/7 Free Dice
1/1 Erewhon Die
1085/1265 R

PS: 117 -10 (Tib Power) -10 (Visceroids) -5 (Genetics) +5 (Plasma Pew Pew) = 97
Energy: 17 -4 (Chicago) -2 (Suzuka) +4 (Bergen) -2 (Vertical Farming) +20 (Tib Power) -1 (Hospitals) -2 (London) -6 (Seattle) = 24
Worst case scenario on Energy (which is that Tib Power goes nowhere, Bergen doesn't complete, but everything else somehow does) is that we are down to 0 Energy, with multiple buttons to push.
 
Last edited:
Back
Top