I don't plan to do that, barring bizarre edge cases where the odds are, say, 25% with one die and 87% with two dice or something like that.

But it's a lot easier to assess the number of dice you need to have an acceptable and reasonable chance of completing a project with no wastage when you're looking at 120 Progress left on the clock than a project with 200 Progress left on the clock. Thus, I think it best to position ourselves to have a relatively simple decision regarding how many dice to allocate and to which projects in 2062Q1. Which goal I think is best served by making sure the work is something like half-done or more on both projects, rather than neglecting one of the projects to get a marginally higher chance of completion on the other.
If you're not using the minimum number of dice to enable one of those projects to complete, you're wasting dice. If you were, for example to put 5 dice on the Station Bay this turn for a 49% completion chance, that would be ignoring the 9% possibility of spending only 4 dice and completing the project for one die less. Doing projects slowly trades expediency for dice efficiency, and since we have a limited number of dice each turn, over multiple turns that enables us to do more things overall. That's Planquesting 101.

If you want an "acceptable and reasonable" chance, instead of a minimal but viable one, you're assuming that low chances of completion won't happen and therefore end up spending more dice overall than you need to, thus losing out on doing more things in total.

And again, I want to ask you: Why? Why do you want to start Columbia in Q2 instead of Q3? Why are you willing to spend more dice to get the stations done faster? Why are you treating this like a sprint, when it's an endurance run?
 
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Why is Chicago running away with the vote, I don't understand. Chicago is due in four years, why are we pouring all our Infra dice into rushing out Phase 4 when there's an active refugee crisis ongoing right this second? The refugee influx hasn't reduced at all, we still need to keep up with millions of units of housing demand, why is this the turn specifically that Chicago has to get investment surged? I feel like people are just voting for the top plan out of inertia, I really don't understand the strategy here. If you like the Military sector or something at least vote for the variant that actually builds some apartments!
 
Why is Chicago running away with the vote, I don't understand. Chicago is due in four years, why are we pouring all our Infra dice into rushing out Phase 4 when there's an active refugee crisis ongoing right this second? The refugee influx hasn't reduced at all, we still need to keep up with millions of units of housing demand, why is this the turn specifically that Chicago has to get investment surged? I feel like people are just voting for the top plan out of inertia, I really don't understand the strategy here. If you like the Military sector or something at least vote for the variant that actually builds some apartments!
Simon made a huge deal about wanting to clear out our Plan Goals early so we could have Q4 free to do whatever we want with. But apparently what Simon and the thread want is half of Chicago. Chicago Phase 5 is worth getting, as it completes a Planned City, but Phase 4 by itself? When we're not going to have the funds to work on Phase 5 for all of next year? It's pointless. It'd make far more sense to do Chicago Phases 4 and 5 together at the same time, after we've built our funds back up. But this is what Simon wanted to get our Plan Goals out of the way to do, for some reason.
 
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My point of contention is the argument that we can't afford some of the bureaus right now but can afford to build a planned city that can easily wait until next plan.
 
I'm fine doing a phase of Chicago.

It's a plan goal and I've been wanting to get it done for ages.

We shouldn't do it this specific turn precisely BECAUSE it's a plan target! It's locked in and guaranteed to be completed already, at this specific tactical moment in Q4 2061 we should be using our free space on stuff that is not already guaranteed to happen. Stuff like a bunch of speculative research that will continually get passed over for more practical applications once we're back in the daily grind with a fresh slate of targets, for example! That's supposed to be our reward for getting our 3rd FYP targets cleared early, we get to fuck around and do whatever, not just immediately pretend it's the 4th FYP.
 
Bureaus are a drain every single turn. A Planned City phase is not a constant RpT drain.

I'm okay with Chicago Phase 4 just for the +CapGoods, so we have a bit more buffer when hitting the vein mining and GFZA factories next year (plus whatever -CapGoods is involved with super glacier mining).
 
I'm fine doing a phase of Chicago.

It's a plan goal and I've been wanting to get it done for ages.
We're not 'getting it done', though. We're just doing Phase 4. Phase 5 will take something around 13 dice, at 20R each, and we simply won't have the funds to do it for likely the entirety of next year. Even if we do Phase 4 now, it's still going to sit around unfinished for the next few turns.
 
[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)
[X] Plan Attempting To Have Banks And Walls Of Guns
[X] Plan Savings and Tech
 
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It's a mega project. We have to do phase four before we hit phase five. That's just how it works. And better a phase 4 city sit around then a phase 3 that hasn't had work done in years.

And there is plenty of mad science in the plan. Knocking out a phase of a city doesn't negate that.

Tib power, visceroids, human genetics, eye implants, new shields. Fun stuff.
 
The legs are all on shoulder joints with z-axis rotational motion. The front and back legs have enoguh range of motion to mirror what we know of the Mammoth MK II and the ATAT. The center legs contribute to the movement via rotating on that axis.
Ahh. Hadn't factored in the shoulder joints. Man, no wonder they're having problems with bugs.

If you're not using the minimum number of dice to enable one of those projects to complete, you're wasting dice. If you were, for example to put 5 dice on the Station Bay this turn for a 49% completion chance, that would be ignoring the 9% possibility of spending only 4 dice and completing the project for one die less. Doing projects slowly trades expediency for dice efficiency, and since we have a limited number of dice each turn, over multiple turns that enables us to do more things overall. That's Planquesting 101.
Viewing any one project in isolation, your analysis is correct. In a field where we have a large number of uncorrelated projects running in parallel, such as Military, your analysis is also correct. If I were concerned with only a single project, or a set of unrelated projects in parallel, I would follow your analysis to the letter.

This is a special case.

I am not viewing one project in isolation; I have two projects that I'm balancing against each other. Both projects are being completed at the moment because they are valuable to a third project, which should not be begun until both of the others are done. Each of the two projects is relatively useless until the other is completed, so there is little or no advantage to hurrying one project if it means the other is significantly delayed.

If there weren't a path-dependency here, if I didn't need to complete (A and B) in order to begin (C or D), then I would prioritize either A or B, trickle dice into B, spin out one or the other while allocating most dice to C or to D, and so on. I would, in general ruthlessly optimize only for dice efficiency. You saw me do this with the moon mines in the last several turns, so I hope you know that I know how.

...

Let us consider a scenario.

If I do as you describe and put four dice on the station bay and two on the shuttle factory... Let us not worry about very unlikely contingencies. Let us instead worry about maximally likely contingencies. Suppose we get perfectly average outcomes on all dice. Obviously, perfectly average outcomes are quite unlikely, but statistics mean that they are more likely than any other single outcome (there are more ways to get numbers near 202 on 4d100 than numbers far from 202), and that the great majority of probably outcomes cluster around the mean outcome.

If we look at this possibility, in 2062Q1, the station bay is at, if I remember my arithmetic rightly, 4*50.5 + 4*(26+5), and the shuttle factory is at 2*50.5+2*(26). I believe, to be clear, that the station bay gets Seo's station bonus but the shuttle factory does not. If I'm right, and if I've avoided typos, the relevant two lines on the probability array would look like...

-[] Station Bay 326/400 1 die 20 R 73%, 2 dice 40 R 100%
-[] Leopard II Factory 153/350 2 dice 40 R 26%, 3 dice 60 R 82%, 4 dice 80 R 98.7%

Now, before we go on, you are correct to say that it is not some kind of disaster if we don't start Columbia in Q2. At the same time, it has been made very clear along multiple lines of support that in a real sense, Columbia is the flagship of our overarching space plan. It is what we have been building up to since the mid-2050sstarting such an important and high profile and long-sought project, one that has been called for for several years, is important and the public has an interest in seeing it happen in a timely manner. The clamor grows loud: "Build us Columbia!" And we may have many other things to do with our orbital dice, some of them gated behind Columbia itself, if we are trying to meet a "space population" target, since we cannot build other habitat facilities of any real consequence or size until Columbia is ready.

Thus, while delays are acceptable, they are not desirable. I view them as a bad thing that we would prefer to avoid, all else being equal. It is worth some degree of sacrifice to prevent delay, as opposed to a project where delay is insignificant, as was the case with the lunar rare metals mines.

Bearing this in mind, what do we do with our projects? Well, one die on the station bay is the obvious move. It would be nice if the chance of completion were higher than 73%, but delay to Q3 is acceptable, and it's probably not worth blowing an Orbital die to improve the chances of a 2062Q2 start by just 27% or less. but what about the shuttle factory? Following your approach, we would invest two dice, but the preponderant likely outcome in that case is non-completion; we are making it more likely than not that we can't start Columbia in Q2. Hopefully we'd be able to finish the shuttle factory in Q2 and start Columbia in Q3, but if we fall prey to Freeze Drying Plant Syndrome, we could have a real problem on our hands with Columbia's delays stretching out much of the time from plan start to the 2063Q4 elections. Starbound would not be happy, and with each passing turn the temptation would grow to just bite the bullet and start Columbia without the benefits of the shuttle factory.

At which point it becomes tempting to spend a third die on the shuttle factory, to get a .73*.82 = 60% chance of being able to start Columbia in Q2 rather than a .73*.26 = 19% chance. Is it dice-optimal? Not quite. Does it have compensations elsewhere? Very possibly.

So my dice allocation in this contingent scenario would look like

-[] Station Bay 326/400 (1 die, 20 R) (73% chance)
-[] Leopard II Factory 153/350 (3 dice, 60 R) (82% chance)
-[] Orbital Cleanup (Stage 11+12) 32/170 (2 dice, 20 R) (Stage 11, 76% chance Stage 12)

Which is not so bad. I think it's worth it, rather than allocating two dice to the Leopard II factory and, say, one die to the fusion yard, which would still take quite a while to finish anyway.

...

Now, we can debate the "two or three dice on the Leopard IIs" question in theory. But the point I want to make is that a large part of the reason we're in this position, in this scenario, is that the Leopard II factory is a long way from completion... because we spent two dice on it.

My view is that spending two dice on one of the projects and four on the other is an invitation to end up locked into Freeze Drying Plant syndrome. And that was annoying and unpleasant enough then, when it was just a matter of mechanical effects. It's going to be considerably more frustrating when the project being delayed is a key flagship program for us.

So I'd rather balance spending on the two projects.

If you want an "acceptable and reasonable" chance, instead of a minimal but viable one, you're assuming that low chances of completion won't happen and therefore end up spending more dice overall than you need to, thus losing out on doing more things in total.
The answer is that it depends. Simple optimization strategies become less optimal in the context of more complicated situations.

Is it worth rolling an additional die to have a 10% greater chance of completing a project? Unless you are up against a very hard deadline, no. Is it worth rolling an additional die to have a 60% greater chance of completing a project? Quite possibly, given the high likelihood that you would have to roll that die anyway and just get the benefits of the project a turn later without saving yourself any trouble in the long run.

And again, I want to ask you: Why? Why do you want to start Columbia in Q2 instead of Q3? Why are you willing to spend more dice to get the stations done faster? Why are you treating this like a sprint, when it's an endurance run?
I am not treating this as a sprint. Why are you trying to get a sliver of a chance of rush-completing one of the projects this turn? You seem to have the idea that I'm planning heavy dice over-expenditure. I am not. In some unusual statistical edge cases (say, where a project is 130 points from completion and thus unlikely to finish with one die but quite likely to finish with two) I might consider courting some degree of 'over'-expenditure for the reasons you describe. But that is not my preferred outcome.
 
Simon, we waited 16 turns to start the Columbia and Shala stations. And while the this year's Freeze Dried Food Plants project took a long time, in the end we didn't lose anything from the delay. (Aside from the lost dice due to bad rolls, of course.) We still got the full mechanical effect, we still got all our Stored Food packed away, we're still going to complete the Plan Goal in time. I completely object to your idea of spending extra dice on the Station Bay and/or the Leopard II Factory next turn out of a vague desire to do Columbia in Q2 instead of Q3. There's no reason here not to pace ourselves and try to save dice when possible.
 
So my dice allocation in this contingent scenario would look like

-[] Station Bay 326/400 (1 die, 20 R) (73% chance)
-[] Leopard II Factory 153/350 (3 dice, 60 R) (82% chance)
-[] Orbital Cleanup (Stage 11+12) 32/170 (2 dice, 20 R) (Stage 11, 76% chance Stage 12)
Just to be clear, in this hypothetical scenario, you're spending an extra die on the Leopard II Factory just to get it done sooner. What I would do here is take a die off the Leopard II and put it on the Fusion Bay. It won't progress that Bay much, but it'll bank that die's progress for later and give a decent chance of finishing the Leopard II on one die less. Ex:

-[] Station Bay 326/400 1 die 20R 73%
-[] Fusion Shipyard 0/500 2 dice 40R (2/6.5 median)
-[] Leopard II Factory 153/350 2 dice 40R 26%
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89% (Stage 12 4%)
 
Why is Chicago running away with the vote, I don't understand. Chicago is due in four years, why are we pouring all our Infra dice into rushing out Phase 4 when there's an active refugee crisis ongoing right this second? The refugee influx hasn't reduced at all, we still need to keep up with millions of units of housing demand, why is this the turn specifically that Chicago has to get investment surged? I feel like people are just voting for the top plan out of inertia, I really don't understand the strategy here. If you like the Military sector or something at least vote for the variant that actually builds some apartments!
Possible explanations:

1) They think our Housing buffer is pretty thick, such that everyone will have a place to stay and that at this point the only people still living in Low Quality housing are either recent refugees or there voluntarily.

2) They think that we're likely to be building more apartments in early 2062 anyway, so it's probably fine.

3) They think that +6 Capital Goods for 550 Progress is pretty sweet; it compares fairly favorably to the Crystal Beam Laser Deployment project we just did.

4) They like having a really thick refining buffer.

5) Now that we're committed to doing the project, slamming out something like a third of it quickly just seems like a good move, since it's not like we won't have plenty to do in Infrastructure next Plan.

6) They have a nagging sense of "unfinished business" associated with how long it's been since we last worked on Chicago, and think it's a project worth trying to do as long as there's no immediate reason something specifically bad will happen if we don't.

7) Some combination of the above.

Simon made a huge deal about wanting to clear out our Plan Goals early so we could have Q4 free to do whatever we want with. But apparently what Simon and the thread want is half of Chicago. Chicago Phase 5 is worth getting, as it completes a Planned City, but Phase 4 by itself? When we're not going to have the funds to work on Phase 5 for all of next year? It's pointless. It'd make far more sense to do Chicago Phases 4 and 5 together at the same time, after we've built our funds back up. But this is what Simon wanted to get our Plan Goals out of the way to do, for some reason.
For starters, +6 Capital Goods may come in handy soon. There aren't a lot of good ways for us to secure a big shot of Capital Goods quickly at this point, so I'll take what i can get.

Besides, I wrote a variant of the plan with no Chicago. You saw it. The Walls of Guns version. It even saves more money for the 2062Q1 budget. I was very open about it. I approval-voted both versions of the plan.

The no-Chicago version of my plan has about 2/3 as many votes as the Chicago version. I don't claim to know why for sure, but there it is.

[shrug]

It's a mega project. We have to do phase four before we hit phase five. That's just how it works. And better a phase 4 city sit around then a phase 3 that hasn't had work done in years.

And there is plenty of mad science in the plan. Knocking out a phase of a city doesn't negate that.

Tib power, visceroids, human genetics, eye implants, new shields. Fun stuff.
To be fair, lots of other people's plan have that same fun stuff.

Simon, we waited 16 turns to start the Columbia and Shala stations.
Yes, we did, because we chose to commit to building the Philadelphia and the space-industrial infrastructure first, so that on net we'd have all four stations and a mostly self-supporting space economy sooner on net.

That doesn't mean we want to wait longer arbitrarily.

And while the this year's Freeze Dried Food Plants project took a long time, in the end we didn't lose anything from the delay. (Aside from the lost dice due to bad rolls, of course.) We still got the full mechanical effect, we still got all our Stored Food packed away, we're still going to complete the Plan Goal in time.
Yeah, we did. But it slowed things down. You may be feeling infinite patience for the start date of Columbia. I have, as I have already made clear in my last post, considerable patience... but not infinite patience.

If you think I'm making a particularly serious mistake, you can upbraid me about it later, when it's relevant. Right now, it's not. Because in practice, it makes no functional difference whatsoever whether we go three-three or four-two. Either way, the sticking issue is going to be "slow-walk one or more projects to completion" and it all gets done in roughly the same amount of time. The projects are done and Columbia starts some time in Q2, or Q3, or hell if we're unlucky and we slow-walk it Q4.

We can argue about it in Q1 when we actually have some real numbers to argue about instead of just ghosts and hypotheticals and edge cases.

I completely object to your idea of spending extra dice on the Station Bay and/or the Leopard II Factory next turn out of a vague desire to do Columbia in Q2 instead of Q3. There's no reason here not to pace ourselves and try to save dice when possible.
You believe there is no reason to spend even a single die on "hurry."

I believe that in some cases the situation may merit a single die's worth of "hurry." In others, not. I think Columbia is a very important project we've been building up to for a long time. It can wait if it has to, but I don't want to go out of my way to invite situations where it "has to" wait.

Just to be clear, in this hypothetical scenario, you're spending an extra die on the Leopard II Factory just to get it done sooner. What I would do here is take a die off the Leopard II and put it on the Fusion Bay. It won't progress that Bay much, but it'll bank that die's progress for later and give a decent chance of finishing the Leopard II on one die less. Ex:
The decent chance in question is about one in four. Personally, I'm willing to spend one extra die for a +55% chance of completing something a quarter sooner sometimes. Not always, sometimes. It depends on the project.

But in any case, none of this really matters until 2062Q1, so we're basically just arguing about philosophy, not about the Q4 dice allocation. Minmaxing for a 9% chance of clearing one project or a 2% chance of the other doesn't really change anything, because either way we're not going to be doing anything else important until we're done trickle-feeding dice into both projects. Since we easily have enough dice to sustain the trickle-feed in Q1 (and, if necessary, Q2 and later) either way, it doesn't really make a significant difference whether we go three-three or four-two right now.

-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 89% (Stage 12 4%)
I'm just gonna say, I really don't think a 4% chance of completing a project is worth slow-walking it. In this case, one of the reasons to do orbital cleanup is that it pays for itself in a turn when we'll be trying to minimize expenses. Again, in this instance I think there will be an actual reason for "hurry," insofar as you can call that hurry.
 
[X] Plan Running on Glass v4.3:
-[X] Infrastructure 5/5 + 2 Free Die 140 Resources:
--[X] Yellow Zone Fortress Towns (Phase 6) 273/300 20 Resources per Die, 1 Die = 20 Resources
--[X] Chicago Planned City (Phase 4) 3/550 20 Resources per Die, 6 Dice = 120 Resources
-[X] Heavy Industry 4/4 Dice 80 Resources:
--[X] Chicago Planned City (Phase 4) 3/550 20 Resources per Die, 1 Die = 20 Resources
--[X] Continuous Cycle Fusion Plants (Phase 9) (Updated) 244/300 20 resources per Die, 1 Die = 20 Resources
--[X] Suzuka Prototype Hover Chassis Factory 0/175 20 resources per Die, 2 Die = 40 Resources
-[X] Light and Chemical Industry 4/4 80 Resources:
--[X] Bergen Superconductor Foundry (Phase 3) 251/380 30 Resources per Die, 2 Die = 60 Resources
--[X] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[X] Artificial Wood Development (Tech) 0/60 10 Resources per Die, 1 Die = 10 Resources
-[X] Agriculture 4/4 Dice 40 Resources:
--[X] Tarberry Development (Tech) 0/40 20 Resources per Die, 1 Die
--[X] Strategic Food Stockpile Construction (Phase 4) 134/200 10 Resources per Die, 2 Die = 20 Resources
--[X] Security Reviews Agriculture 1 Die
-[X] Tiberium 7/7 Dice + 1 Free Die + Erewhon Die 195 Resources:
--[X] Red Zone Border Offensives (Stage 1) 0/250 25 Resources per Die, 4 Dice = 100 Resources
--[X] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 20 Resources per Die, 2 Die = 40 Resources
--[X] Visceroid Research Programs (Tech) 0/120 15 Resources per Die, 1 Die + Erewhon Die = 30 Resources
--[X] Venusian Tiberium Studies (New) 95/120 25 Resources per Die, 1 Die = 25 Resources
--[-] Tiberium Harvesting Claw Deployment 353/380 Autocompletes Q1 2062
-[X] Orbital Industry 6/6 Dice + 1 Free Die 140 Resources:
--[X] GDSS Enterprise Station Bay 0/400 20 Resources per Die, 4 Dice = 80 Resources
--[X] Leopard II Factory 0/350 20 Resources per Die, 3 Dice = 60 Resources
-[X] Services 5/5 Dice 110 Resources:
--[X] Human Genetic Engineering Programs (Tech) 77/120 25 Resources per Die, 1 Die = 25 Resources
--[X] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[X] Regional Hospital Expansions (Phase 1) (New) 121/300 25 Resources per Die, 2 Die = 50 Resources
--[X] Ocular Implant Development (Platform) 83/120 20 Resources per Die, 1 Die = 20 resources
-[X] Military 8/8 Dice + 3 Free Dice 250 Resources:
--[X] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 3 Dice = 60 Resources
--[X] Orbital Strike Regimental Combat Team Stations (Phase 4) 319/395 20 resources per Die, 1 Die = 20 Resources
--[X] Ground Forces Zone Armor (Set 1) (Updated) London 121/180 20 Resources per Die, 1 Die = 20 Resources
--[X] Ground Forces Zone Armor (Set 1) (Updated) Tokyo 0/180 20 Resources per Die, 2 Die = 40 Resources
--[X] Island Class Assault Ship Development (Platform) 0/40 20 Resources per Die, 1 Die = 20 Resources
--[X] Medium Tactical Plasma Weapon Deployment 0/80 30 Resources per Die, 1 Die = 30 Resources
--[X] Sparkle Shield Module (Tech) (High Priority) 0/120 30 Resources per Die, 2 Die = 60 Resources
-[X] Bureaucracy 4/4 Dice:
--[X] Security Reviews Agriculture 2 Die
--[X] Make Political Promises (Updated) 1 Die
---[X] FMP: ‌Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[X] Market‌ ‌Socialist‌: Complete Electric Vehicle Factory in next Plan: +2d6 steps.
---[X] Homeland‌ ‌Party‌‌: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[X] Biodiversity‌ ‌Party‌: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
--[X] Banking Reforms (Must maintain 100 resources in reserve.)

140+80+80+40+195+140+110+250 = 1035/1155

- 1 Die on Yellow Zone Fortress Towns for a 100% chance and a DC of 1 to complete Phase 6.
- 6 Industrial Dice and 1 Heavy Industry Dice on Chicago Planned Cit (Phase 4) for a 71% chance and an Average DC of 45 to complete this Phase and have enough Tiberium processing to surge into the new plan without worries

- 1 Die on Continuous Cycle Fusion Plants Phase 9 for a 89% chance and a DC of 12 to complete this phase.
- 2 Die on Suzuka Prototype Hover Chassis Factory for a 50% chance and an Average DC of 51 to complete this action and get us some hovertrucks.

- 2 Die on Bergen Superconductor Foundry Phase 3 for a 79% chance and an Average DC of 33 to complete this Phase of Bergen.
- 1 Die on Civilian Drone Factories for a 52% chance and a DC of 49 to complete this action.
- 1 Die on Artificial Wood Development for a 85% chance and a DC of 21 to complete because that lets us see if this is a Deployment Action to take early into the new plan when we need to keep a tight Budget.

- 1 Die on Tarberry Development for a 100% chance and a DC of 1 to complete this action and have some Energy options in Agriculture.
- 2 Die on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 2 to complete Phase 4 and be done with this plan goal.
- 1 Die on Security Reviews as it's been 3 Years since the last one and Agirculture actions are cheap enough that it makes no difference if we wait a turn to do it.

- 4 Dice on Red Zone Border Offensives for a 99% chance and an Average DC of 20 to complete Stage 1 and a 1% chance and an Average DC of 83 to complete Stage 2. We unlock Super Glaciers for the beginning of plan surge.
- 2 Die on Liquid Tiberium Power Cell for a 99% chance and an Average DC of 3 to complete Phase 1 and a 15% chance and an Average DC of 73 to complete Phase 2. So 10 to 20 power gained on this action.
- 1 Die and Erewhon on Visceroid Research Programs for a 82% chance and a DC of 31 to complete this action. This will synergize with both Human genetic Engineering and Liquid Tiberium Power Cells so might as well give it a try next turn.
- 1 Die on Venusian Tiberium for a 100% chance and a DC of 1 to complete this and finish the Tiberium Heist.

- 4 Dice on Enterprise Station Bay for a 9% chance and an Average DC of 71 to complete this half of our preparations for more station building.
- 3 Dice on Leopard II Factory for a 2% chance and an Average DC of 86 to finish this half of our preparations for more station building.

- 1 Die on Human Genetic Engineering Programs for a 100% chance and a DC of 1 to complete this action.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete that and get people some more stims to take the edge off.
- 2 Die on Regional Hospital Expansions for a 42% chance and an Average DC of 55 to complete Phase 1.
- 1 Die on Ocular Implant Development for a 100% chance and a DC of 1 to complete this action and get people some sight replacement.

- 3 Dice on ASAT Phase 4 for a 93% chance and an Average DC of 26 to complete this plan goal.
- 1 Die on Orbital Strike Regimental Combat Team Stations for a 71% chance and an Average DC of 35 to complete this plan goal.
- 1 Die on Ground Forces Zone Armor in London for a 83% chance and a DC of 18 to complete the new plan goal.
- 2 Die on Ground Forces Zone Armor in Tokyo for a 39% chance and an Average DC of 57 to complete and get ZOCOM some more relief.
- 1 Die on Island Class Assault Ship Development for a 100% chance and a DC of 1 to complete and tell our Navy yes we want offensive capability for you please hold.
- 1 Die on Medium Tactical Plasma Weapon Deployment for a 62% chance and a DC of 39 to complete what the Steel Talons want for their interdepartmental favor. No I don't care that we will lose a potential 5 Political Support if that means we get to keep General Jackson.
- 2 Die on Sparkle Shield Module for a 91% chance and an Average DC of 27 to complete this and get some better tech for upgrading our Fusion Plants.

- 2 Die on Agriculture Security Review. I'm not interested in having a chance to fail this review.


We have Strategic Needs, Operational Needs and Tactical Needs. And Weaknesses for each of those too:

- Our Strategic Needs are to keep the confidence level of all our military branches High and to have enough Resources per Turn to activate all Dice while gaining more Dice. We have enough Resources until Reallocation hits, but our military confidence could use a boost especially with the Navy and ZOCOM.

- Our Strategic Weaknesses currently are a lack of better Tiberium Storage, a lack of Zrbite Sonics and not enough consumables (which can be fixed by building up railgun ammunition).

- Our Operational Needs are a better distribution of personnel (civilian and military), a better defensive envelope around the Earth so NOD can't use the orbits against us (so the completion of the ASAT system and the installment of new armaments for it), rapid expansion of space infrastructure and Tiberium abatement in all environments (we are currently not doing enough to mine it out of Blue Zones ,specifically Vein Mines and other Tiberium excavation Actions, we are not cleaning the ocean floor enough, the Red Zones don't have complete containment lines and we are not doing enough in Glacier Mining).

- Our Operational Weaknesses currently are a lack of completed Railways in Blue and Green Zones for better direct population transfer, a lack of Zone Armor so that ZOCOM isn't doing the job of the regular military, a lack of enough quality Housing for our population.

- Our Tactical Needs are better education for all (Litvinov is going to be really helpful with this), Labor pool expansions, Mental Health treatment actions, more options in Orbital Supremacy (Orbital Lasers, High Altitude Ion Cannons, Orbital Nuclear Stockpiles and Orbital Strike Regimental Team Combat Stations), finishing the Hewlett-Gardener refits, completing all Frigate shipyards, developing and deploying Governor As, deescalation of everyday life from the war footing and better preparation of our population for participation in military actions.

- Our Tactical Weaknesses currently are an insufficient amount of Yellow Zone Fortress Cities, lack of NOD anti-stealth deployment (this used to be just NOD Stealth, but we had a NAT 100), lack of Orbital Lasers for shooting down missiles, Tunnelers, the Himalayan (isolated, which can be fixed with a MARV Hub and Karachi), South African (too many eggs in one basket, can be mitigated with Reykjavik Capstone) and Arabian Blue Zones (ZOCOM HQ and the Blue Zone from which the Mecca complex is run, needs a MARV Hub and more Fortress Cities) and the lack of Plasma Shuttle Logistics which would enable better binding of the Blue Zones into a more coherent entity.
 
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