This is an answered question.

*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.
My plan puts us in a position to easily knock off Chicago Phase 4; many do not. Focusing down Nuuk Phase 4 in two turns or even three is going to be easier said than done, with all the other competing demands on our time and Free dice.

Given what they asked for this is tempting
It's not technically part of the plan itself, but Seo's said it in-character in-quest ("Ozawa can go play hopscotch in a Yellow Zone minefield if...") to Dr. Granger. It's his signature.
 
[] Plan Spend Money to Make Money
-[] Infrastructure (5/5 dice + 1 Free die, +32 bonus, 120R)
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 (1 die, 20R) (53% chance)
--[] Chicago Planned City (Phase 4) 3/550 (5 dice, 100R) (30% chance)
-[] Heavy Industry (4/4 dice, +29 bonus, 80R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (1 die, 20R) (81% chance)
--[] Improved Continuous Cycle Fusion Development 0/120 (2 dice, 40R) (81% chance)
--[] Chicago Planned City (Phase 4) 3/550 (1 die, 20R)
-[] Light and Chemical Industry (4/4 dice + 1 Free die, +24 bonus, 120R)
--[] Bergen Superconductor Foundry (Phase 3) 0/380 (3 dice, 90R)
--[] Civilian Drone Factories 292/380 (1 die, 10R)
--[] Carbon Nanotube Foundry Expansions 0/300 (1 die, 20R)
-[] Agriculture (4/4 dice, +24 bonus, 50R)
--[] Wadmalaw Kudzu Plantations 56/450 (1 die, 10R)
--[] Poulticeplant Development 0/50 (1 die, 20R)
--[] Strategic Food Stockpile (Phase 4) 128/175 (2 dice, 20R)
-[] Tiberium (7/7 dice, +39 bonus, 150R)
--[] Intensification of Green Zone Harvesting (Stage 7) 78/100 (1 die, 15R)
--[] Improved Tiberium Containment Facilities Construction 0/100 (1 die, 20R)
--[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 (2 dice, 40R, -5PS)
--[] Visceroid Research Programs 0\120 (2 dice, 30R)
--[] Venusian Tiberium Studies 95\120 (1 die, 15R)
-[] Orbital (6/6 dice + Erewhon, +26 bonus, 130R)
--[] GDSS Enterprise Bay (Station) 0/400 (2 die, 40R)
--[] Conestoga Class Development 0\60 (1 die, 30R)
--[] Leopard II Factory 0/350 (4 dice + Erewhon, 100R)
-[] Services (5/5 dice, +27 bonus, 110R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25R)
--[] Hallucinogen Development 0\60 (1 die, 15R)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50R)
--[] Ocular Implant Development 83/120 (1 die, 20R)
-[] Military (8/8 dice + 5 Free dice + 1 AA die, +26 bonus, 270R, -50 RpT)
--[] Department of Refits (1 die, -1 Military die, +30 progress to all refit projects / turn)
--[] Department of Munitions (1 die, -1 Military die, +50 progress to all refit projects / turn)
--[] ASAT Defense System (Phase 4) 36/220 (3 dice, 60R)
--[] Orbital Strike Regimental Combat Team Stations (Phase 4) 319/395 (2 dice, 20R)
--[] Ground Forces Zone Armor (Set 1): London 121/180 (1 die + 1 AA die, 40R)
--[] Island Class Assault Ships 0\40 (1 die, 20R)
--[] Victory Class Monitor Development 0\40 (1 die, 20R)
--[] Medium Tactical Plasma Weapon Deployment 0/80 (1 die, 30R)
--[] Sparkle Shield Module 0/120 (2 Free dice, 40R)
-[] Bureaucracy (4/4 dice, +24 bonus)
--[] Administrative Assistance: Ground Forces Zone Armor: London (2 dice)
--[] Banking Reforms (1 die, -100R)
--[] Predictive Modeling Management (1 die, -10 Capital Goods)
Free Dice 7/7

1030/1235 Resources
 
[]Plan Save Moneys, with more SCIENCE!
Infrastructure 5 dice +32 60R
-[X] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[X] Blue Zone Apartment Complexes (Phase 9) (Updated) 82/160 1 die 10R 70%
-[X] Communal Housing Experiments (New) 0/150 2 dice 20R 82%
-[X] Green Architecture Risk Assessment and Testing (New) 0/90 1 die 10R 63%
Heavy Industry 4 dice +29 75R
-[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%
Light and Chemical Industry 4 dice +24 80R
-[X] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
-[X] Civilian Drone Factories 292/380 1 die 10R 52%
-[X] Isolinear Peripherals Development (New) 0/160 1 die 10R
Agriculture 4 dice +24 4+1 Free die 50R
-[X] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
-[X] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
-[X] Free die for security review
Tiberium 7 dice +39 7+2 Free Die 190R
-[X] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
-[X] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
-[X] Visceroid Research Programs 0/120 2 dice 30R 99%
-[X] Venusian Tiberium Studies 95/120 1 die 25R 100%
Orbital 6 dice +26 6+2 Free Dice 160R
-[X] Station Bay 0/400 4 dice 80R 9%
-[X] Leopard II Factory 0/350 4 dice 80R 32%
Services 5 dice +27 115R
-[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 dice +26 8+2 Free Dice +Erewhon 210R
-[X] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
-[X] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%
-[X] OSRCT Station (Phase 4) 319/395 1 die + Erewhon 40R 96%
-[X] Ground Forces Zone Armor (London) 121/180 2 dice 40R 100%
-[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
-[X] Sparkle Shield Module 0/120 1 die 30R 27%
-[X] Free die for security review
Bureaucracy 4 dice +24
-[X] Security Reviews (Agriculture) DC50 0/50 2 dice 100%
-[X] Security Reviews (Military) DC50 0/50 2 dice 100%

7/7 Free dice
940/1155R + 110 Reserve

And, because it's less objectionable,
[X] Plan Attempting To Have Banks And Walls Of Guns
 
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[X] Plan Attempting To Have Banks In Chicago

[X] Plan Attempting To Have Banks And Walls Of Guns


The guns is actually slightly preferred, more because I like the Metro being started in place of chicago than due to the slightly more guns. Not against Chicago, I just slightly prefer the gun one, still approval voting the chicago plan.

Ways I am unhappy:
I would prefer the Plasma Deployment to the MRAS Prototype but that might be just me, part of it that the plasma is more expensive and money is more available now, and partly its a smaller project that can be more easily completed by one die, partly it feels like Tali would like it more.
 
[] Plan Attempting To Finish In Chicago With MAD SCIENCE!

[] Plan Attempting To Have Banks In Chicago


Fixed in later post I believe.
 
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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.

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'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.

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.
Pretty much agree with both points of @Derpmind here.

Adding a die to go from 1 in 50 to nearly 1 in 10 chance for basically no downside since the other project does not have a chance to complete either way is a very good move, unless we want to bet on extreme luck and the 2 percent chance being enough.

And regarding Erewhon and Boston, numerically it would be questionable… but remember the narrative.
We just promised InOps nearly 2000 resources for 10 political support, it is overpaying ridiculously, and I would have argued against it if not for the narrative - InOps needed the resources, we could give it to them and I saw the PS just as a nice bonus.
The situation with Erewhon is similar- yes, promising a 2400 points project for 5 PS is overpaying ridiculously, but for one we need to start actually committing to capstones anyway, and for another look at it from the narrative perspective - Erewhon, our basement dwelling teenager goth, who was for quite some time unsure if he liked us or hated us for creating him, is actually reaching out, asking for help and offering his support in return.
I think not supporting it would be a big mistake.
 
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Ways I am unhappy:
I would prefer the Plasma Deployment to the MRAS Prototype but that might be just me, part of it that the plasma is more expensive and money is more available now, and partly its a smaller project that can be more easily completed by one die, partly it feels like Tali would like it more.
I'm hoping to use the plasma guns as a bargaining chip later. I am pretty sure that just the act of putting three dice on any set of Talons projects will be a step in the right direction and show of good faith, and I already put two 30 R/die dice on Talons projects. All told they're getting 80 R from my Wall of Guns variant (60 R in the Chicago variant). I'm pretty sure one or both of those are records for maximum amount of money the Talons have ever gotten in any one quarter.

Pretty much agree with both points here.

Adding a die to go from 1 in 50 to nearly 1 in 10 chance for basically no downside since the other project does not have a chance to complete either way is a very good move, unless we want to bet on extreme luck and the 2 percent chance being enough.
Again, I'm not even really interested in the chance of either of them completing; it's irrelevant to me. The point of the plan here is to get both projects comfortably within shouting distance of completion so that in 2062Q1 I have a reasonable chance of being able to finish both projects with, say, two dice each. What I do not want is a situation where, say, the Leopard II yard is at 150/350, because that's a situation where I have to either invest too many dice to have any chance of finishing in Q1 (as I'd like to do) or be fairly sure the yard will take until Q2 to complete and we can't begin Columbia until Q3 or later.

I think it's very important for us to get both projects close to finished, and that this is more important in this case than trying to bank on a long-shot of one finishing and leaving the other one nowhere near finished.

The situation with Erewhon is similar- yes, promising a 2400 points project for 5 PS is overpaying ridiculously, but for one we need to start actually committing to capstones anyway, and for another look at it from the narrative perspective - Erewhon, our basement dwelling teenager goth, who was for quite some time unsure if he liked us or hated us for creating him, is actually reaching out, asking for help and offering his support in return.
I think not supporting it would be a big mistake.
Again, the problem is that I have no idea how we're going to navigate reallocation. North Boston is one of a fairly short list of known major bargaining chips. I'm not saying I won't do it, but I'm not sure I want to specifically spend a Bureaucracy die specifically to nail our feet to the floor on the subject right this minute in exchange for Political Support we don't need.
 
[X]Plan: Needs a name
-[X]Infrastructure (5 + 2 free dice +32 140R)
--[X] Yellow Zone Fortress Towns (Phase 6) 273/300 1 dice 20R 100%
--[X] Chicago Planned City (Phase 4) 3/550 6 die + 1 HI dice 120R 71%
-[X]Heavy Industry (4 +2 free dice +29 bonus 110R)
--[X] Advanced Alloys Development 0/120 2 dice 15R 94%
--[X] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 dice 20R 81%
--[X] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
--[X] Chicago Planned City (Phase 4) 3/550 1 dice (See above) 20R 71%
-[X] Light Industry (4 dice, +24 bonus, 80 R)
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
--[X] Civilian Drone Factories 292/380 1 dice 10R 52%
--[X] Isolinear Peripherals Development 0/160 1 dice 10R
-[X] Agriculture (4 dice, +24 bonus, 50R)
--[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] Tiberium (7 + 2 free dice + Erewhorn, +39 bonus, 210 R)
--[X] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 2 dice 40R 85%
--[X] Visceroid Research Programs 0/120 2 dice 30R 99%
--[X] Venusian Tiberium Studies 95/120 Erewhorn dice 25R 100%
--[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 85%
--[X] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[X] Orbital (6 dice +26 bonus, 120R)
--[X] Station Bay 0/400 3 dice 60R
--[X] Leopard II Factory 0/350 3 dice 60R 9%
-[X] Services (5/5 dice, +27 bonus, 110 R)
--[X] Human Genetic Engineering Programs 77/120 1 dice 25R 100%
--[X] Hallucinogen Development 0/60 1 dice 15R 88%
--[X] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%
--[X] Ocular Implant Development 83/120 1 dice 20R 100%
-[X] Military (8 dice + 1 Free dice + AA dice +26 bonus, 220 R)
--[X] ASAT Defense System (Phase 4) (Updated) 36/220 3 dice 60R 93%
--[X] OSRCT Station (Phase 4) (Updated) 319/395 1 +AA dice 40R 96%
--[X] Ground Forces Zone Armor (London) (Updated) 121/180 dice 20R 83%
--[X] Sparkle Shield Module 0/120 2 dice 60R 91%
--[X] Island Class Assault Ship Development 0/40 1 dice 60R 100%
--[X] Victory Class Monitor Development 0/40 1 dice 60R 100%
-[X] Bureaucracy 4/4 dice 100R
--[X] Administrative Assistance: OSRCT Stations (Phase 4)
--[X] Make Political Promises (Updated) 1 dice 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] 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] Banking Reforms 1 die -100R auto

7/7 Free Dice
1/1 Erewhon Die
1075/1265 R
PS: 117 -5 (Tiberium Power) -10 (Visceroids) -5 (Genetics) = 97

I came up with a plan but since I don't really know what I'm doing I'd appreciate some feedback. Also I'm not sure about the political promises since I don't really have a good grasp off what's manageable over the course of next the next plan.

[X] Plan Attempting To Have Banks In Chicago
[X] Plan Chicago, But Cheap!
[X] Plan Running on Glass v4.4:
 
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[X] Plan Attempting To Have Banks And Walls Of Guns

Looks good.

[X] Plan Security, Navy, Armor and Talons

Only concern I have with this plan is the promise to the developmentalists. 1200 is a shit ton of income. That is almost 22 stages of tiberium glacier mining. This plan we only committed to 700. Promising this for a mere 2d20 seats merely becoming slightly easier to convince, on a party of several hundred that we are already likely to take the maximum number of promises for since they are our primary political supporters, seems very foolish. Last plan we were able to promise income goals to 3 different parties. Risking one of our core ways to gain support during reallocation for a frankly tiny shift in party opinion seems reckless. We could be forcing ourselves to commit to multiple extra plan goals to replace the loss of income based promises
 
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[X] Plan Let The Zone Troopers Finish Their Training
[X] Plan Attempting To Have Banks In Chicago

[X] Plan Attempting To Have Banks And Walls Of Gun
 
[X] Plan Microfusion Dreams, Fleet Memes
Infrastructure (5/5 Dice, +1 HI dice, 120R)

-[X] Yellow Zone Fortress Towns (Phase 6) 273/300 (1 die, 20R)
-[X] Chicago Planned City (Phase 4) 3/550 (5 dice, 100R)
Heavy Industry (4/4 Dice+1 Free, 1 traded to Infra for Chicago, 75R)
-[X] Advanced Alloys Development (0/120, 15R) 1D
-[X] Microfusion Cell Development (Tech) (0/60, 20R) 1D
-[X] Suzuka Prototype Hover Chassis Factory (0/175, 20R) 1D+1FD
Light and Chemical Industry (4/4 dice + 1 free, 90R)
-[X] Bergen Superconductor Foundry (Phase 3) (251/380, 30R) 2D
-[X] Civilian Drone Factories (292/380, 10R) 2D
-[X] Isolinear Peripherals Development (New) (0/160, 10R) 1D
Agriculture (4/4 dice, 60R)
-[X] Strategic Food Stockpile Construction (Phase 4) (134/200, 10R) 2D
-[X] Tarberry Development (Tech) (0/40, 20R) 1D
-[X] Poulticeplant Development (Tech) (0/50, 20R) 1D
Tiberium (7/7 dice, 120R)
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) (41/140, 20R) 2D
-[X] Visceroid Research Programs (Tech) (0/120, 15R) 2D
-[X] Venusian Tiberium Studies (95/120, 25R) 1D
-[X] Tiberium Processing Refits (Phase 5) (6/100, 20R) 2D
Orbital (6/6 dice, 120R)
-[X] Station Bay (0/400, 20R) 2D
-[X] Leopard II Factory (0/350, 20R) 4D
Services (5/5 dice + Erewhon, 80R)
-[x] Human Genetic Engineering Programs (Tech) (77/120, 25R) 1D
-[X] Specialist Isolinear Programming Development (new) (0/120, 10R) 1D+E
-[X] Ocular Implant Development (Platform) (83/120, 20R] 1D
-[X] Regional Hospital Expansions (Phase 1) (121/300, 25R) 2D
Military (8/8 dice + 5 free + 1 AA, 300R)
-[X] Advanced ECCM Development (Tech) (0/40, 20R) 1D
-[X] ASAT Defense System (Phase 4) (Updated) (36/220, 20R) 3D
-[X] Orbital Strike Regimental Combat Team Stations (Phase 4) (Updated) (319/395, 20R) 2D
-[X] Ground Forces Zone Armor (Set 1) (Updated)
--[X] New Sevastopol (0/180, 20R) 2D
--[X] London (121/180, 20R) 1D+1AA
-[X] Island Class Assault Ship Development (Platform) (0/40, 20R) 1D
-[X] Victory Class Monitor Development (Platform) (0/40, 20R) 1D
-[X] Sparkle Shield Module (Tech) (High Priority) (0/120, 30R) 2D
Bureaucracy (4/4 dice)
-[X] Administrative Assistance (London ZA Factory)
-[X] Banking Reforms
-[X] Interdepartmental Favors (Updated)
--[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

I'm open to moving a couple of those dice around in the military area, but this, I think, should satisfy everyone while only costing 965R.
 
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[X] Plan Attempting To Have Banks In Chicago

I prefer the Chicago one since it's now a plan goal, I've been wanting to get it done for ages, I want whatever capstone it provides, and I want to see what other city sites become available after it's done.

Very solid plan. Practically ensures plan goals and pursues stuff we really want done.
 
[X] Plan Attempting To Have Banks In Chicago

One of the few things that stood out to me is both Chicago and the Island class. Because while not really needed for Karachi it does help us signalling to the Navy that we also want an Offensive Navy to prepare for the next war. When we get to space it will be a good thing to land conventional forces planetside because I don't think it will be politically popular at home to resort to only doing orbita bombardment on our enemies. It would be a disaster if we lose that component of naval doctrine when we get to space.
 
After an entire FYP of constant distractions, interruptions, and complications, our mad scientist character hasn't actually done much science. But now at the very end of the year with all our goals comfortably met, we can finally unleash four years of pent up scientific fervor. I propose using our free turn to aggressively invest in civilian research applications to prepare for a peace dividend/economic buildup FYP from 2062-65. Military research gets some love too, with a focus on defensive technologies.

A secondary benefit of the research focus is that communal housing has pretty good odds of finishing, which will bring us back ahead of the curve on the refugee crisis instead of falling behind two turns in a row. I know we can get away with letting refugees pile up in our excess low quality housing for a year or two, but I'd prefer to avoid it if possible and the +8 housing from communal experiments puts us solidly ahead of the curve and picks up last turn's slack.

[X] Plan Refugees and Research
-[X] Infrastructure (5 dice + 1 Free) 70 Resources
--[X] Yellow Zone Fortress Towns (Phase 6), 1 die (20R)
--[X] Blue Zone Apartment Complexes (Phase 9), 2 dice (20R)
--[X] Communal Housing Experiments, 2 dice (20R)
--[X] Green Architecture Risk Assessment and Testing, 1 die (10R)
-[X] Heavy Industry (4 dice + 4 Free) 150 Resources
--[X] Advanced Alloys Development, 2 dice (30R)
--[X] Continuous Cycle Fusion Plants (Phase 9), 1 die (20R)
--[X] Suzuka Prototype Hover Chassis Factory, 2 dice (40R)
--[X] Low Velocity Particle Applicator Development, 2 dice (40R)
--[X] Microfusion Cell Development, 1 die (20R)
-[X] Light and Chemical Industry (4 dice) 80 Resources
--[X] Bergen Superconductor Foundry (Phase 3), 2 dice (60R)
--[X] Civilian Drone Factories, 1 die (10R)
--[X] Artificial Wood Development, 1 die (10R)
-[X] Agriculture (4 dice) 50 Resources
--[X] Vertical Farming Projects (Stage 2), 2 dice (30R)
--[X] Strategic Food Stockpile Construction (Phase 4), 2 dice (20R)
-[X] Tiberium (7 dice + Erewhon) 165 Resources
--[X] Intensification of Green Zone Harvesting (Stage 7), 1 die (15R)
--[X] Red Zone Border Offensives (Stage 1), 3 dice (75R)
--[X] Liquid Tiberium Power Cell Deployment (Phase 1), 1 die (20R)
--[X] Visceroid Research Programs, 2 dice (30R)
--[X] Venusian Tiberium Studies, Erewhon die (25R)
-[X] Orbital (6 dice) 120 Resources
--[X] Station Bay, 3 dice (60R)
--[X] Leopard II Factory, 3 dice (60R)
-[X] Services (5 dice) 110 Resources
--[X] Human Genetic Engineering Programs, 1 die (25R)
--[X] Hallucinogen Development, 1 die (15R)
--[X] Regional Hospital Expansions (Phase 1), 2 dice (50R)
--[X] Ocular Implant Development, 1 die (20R)
-[X] Military (8 dice + 2 Free + 1 AA) 220 Resources
--[X] Advanced ECCM Development, 1 die (20R)
--[X] ASAT Defense System (Phase 4), 3 dice (60R)
--[X] OSRCT Station (Phase 4), 2 dice (40R)
--[X] Ground Forces Zone Armor (London), 1 Mil die + 1 AA die (40R)
--[X] Buckler Shield Development, 1 die (20R)
--[X] Sparkle Shield Module, 2 dice (60R)
-[X] Bureaucracy (4 dice) 100 Reserve
--[X] Administrative Assistance (Military), 2 dice
--[X] Make Political Promises, 1 die
---[X] Market Socialist and Free Market Parties, complete Electric Vehicle Factories next FYP (+2d6 and +1d6 respectively)
---[X] Socialist‌ ‌Party, complete 4 industrial capstones next FYP (+2d20)
---[X] Biodiversity‌ ‌Party‌, complete Dairy Ranching Domes Phase 2 by end of next FYP (+1d10)
--[X] Banking Reforms, 1 die
-[X] Total Cost: 965/1155 Resources, +190 to reserve (end turn 300 reserve total, 100/300 committed to banking reforms)
 
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I tried looking for the discussion, but is there a reason we're splitting the focus on Station Bay and Leopard II Factory? They cost the same, but the Leopard II give us bonuses for Luna & Stations, plus SCED has civilian & VIP designs ready to go into production.
 
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