We do need a lot more good quality Housing, and it isn't going to come from Apartment Blocks. So I'd lean towards the Arcology goal.

And while I'm not keen to take fund away from the other ministries, we do have a lot of work to do still on rebuilding from the last two wars.
I'd prefer to take a high budget, then start offloading some to others during the Plan. Spending a year building our budget up again to the detriment of all the areas that still need to be caught up on isn't great.
 
I'm not sure about them, I consider 35% too much of an ask in the narrative, while also the spinoffs are effectively a permanent increase to our income, while the increased budget is only for the next 4 years. Granted, it takes about 4 plans to pay off, so it may well just get to that phase when we start the sequelquest.
Is 35% too much to ask, when we're essentially doing the same thing with all the spin-offs?

Putting aside the (sorta freebie) Forgotten Aid Resources‌ and the Resettlement Spending, the other spin-offs together give us +115 RpT while costing -70 PS. Meanwhile going from 25% budget to 30% budget gives the exact same +115 RpT while only costing -10 PS. And the increase from 30% to 35% is another +110 RpT for only -20 PS more. So doing a bunch of spin-offs can take the same amount of budget from the rest of the Initiative, while costing vastly more -PS.
 
I've been incommunicado all day, and am only just now catching up with events. This is gonna take a bit.

I've skimmed the last day's worth of pages, so I'm not sure if this was mentioned or not. But this isn't how the budget works.
[flushes with embarrassment]

My God, you're right. I'm sorry, that's a massive mistake on my part. Fixing it now.

Something I don't get, and I'm not sure why no one's asked this, is why neither of the leading plans considers simply taking a bigger piece of the budget, rather than taking the Light Industry Grants‌. For only spending -10 PS for 30%, or -20 PS more for 35%, you could gain 115 RpT (or 110 RpT), compared to spending -30 PS taking the Light Industry Grants for 55 RpT. By taking a budget increase instead of spinning-off the PS expensive Light Industry Grants, both plans could save 20 or 10 PS while gaining 60 or 55 RpT in budget. (Heck, Plan All The Spinoffs could switch that grant out for a 35% budget cut and gain 170 RpT for no PS cost on net.) Why are you both paying more PS to get less RpT?
One answer is that it's a permanent weight off our budget.

Paying PS for a bigger slice of the budget means we have +110 RpT for four years.

Paying PS to shake off a line item means it's out of our budget forever.

There is also the meta-argument that creating some spinoff departments with actual economic clout of their own means Parliament has meaningful buttons to push, hopefully reducing the single point of failure problems associated with Treasury often sitting on projects for long periods of time.
 
Last edited:
The plan I want (going too far into SPAACE like Simon's plan after several years of doing the middle path look really weird)
Didn't we take the maximalist "6000 points of stations" goal last Plan? Plus additional objectives for space involving the moon mines? To the point where we had to scrape up two extra Orbital dice just to pull it off?

This isn't the first time we've aggressively pushed space.

And I think most posters seems to want to be dick just for the sake of it (and probably provoke Troubles MK2 in short order)
Saying one thinks the other person is "trying to" do whatever one sees as the worst consequence imaginable of the action one sees them taking... That's not a good thing to do. It's equivalent to accusing the other person of bad faith.

Without going too much into IRL it's at least part of why there is rise of far-right parties and thinking in Europe and America : years (or decade) of the governement stopping to listening to part of the population for one reason or another.
You do realize that you're making arguments no one can disagree with you about without opening themselves up to you accusing them of "going too much into IRL" here, right?

Not cool. Don't make controversial claims, as in claims that others may have reason to think are factually incorrect, while claiming that you want to avoid controversy.

Why is nobody taking 60 agriculture goods again? I really want to un-neglect our agriculture sector.
Well, for starters, we might want to do things like reforestation and poulticeplant deployment, which don't contribute to that target.

Sometimes, you want to set a very bold goal because you're basically okay with doing nothing but that one thing for the entire Plan. This is how I feel about the "20000 permanent residents in space" target, because I want Kane to be afraid that if he doesn't cough up the TCN, we're going to leave him stranded here to die.

Other times, you may want to do many different things, or you aren't even entirely sure what you want to do, and want freedom of action. That's when you want a more modest goal.

In the same spirit, I'm only promising three industrial capstones even though I fully hope to complete four and maybe even five if the gods are kind.

This plan for now since Simon's Initiative First plan doesn't promise to handle the housing refurbishing,
My prediction is that the thread is overwhelmingly likely to handle the housing refurbishing anyway, whether we promise to do it or not. The thread's been feeling guilty and unhappy about low quality housing for many in-game months, and if we're given an opportunity to improve things after the current refugee wave settles in, I predict that we'll do it.

Not settling for 25% allocation, even if I'm side-eying the only 2 free mil dice option from simon's plan.
Real talk, with those goals and us planning ahead sensibly, we really don't need more than ten dice on Military per turn. Not if we plan ahead and use good judgment.

Just, uh, don't slack off on the talons. Please.
I, for one, have no intention of doing so. The reason I'm not promising it is because I don't consider it to be politically effective, not because I don't intend to be doing a lot of Talons stuff.

Given we only have 32 spare HI dice with our current commitments, I find it unwise to commit to Nuuk Phase 5. Therefore I would recomend either sticking with Reykjavik or Reykjavik and Bergen...

Given that we are likely to produce an additional 10 Consumer Goods just from side projects, or from the Consumer Goods from Agriculture Goal I see no reason not to take the 120 commitment.

Income
As such I do not think the 1500 target is reasonable. The 1200 target is reachable, but we should expect to have some Free dice investment to ensure we reach it. The remaining two goals are completely achieveable with out current dice.
Your analysis here parallels mine. Notably, I think at this point nearly everyone is planning to shovel something like 14-21 Free dice into tiberium mining in early to mid-2062, because that's the only way to rebuild our budget properly.

So in effect, the assumption of Free dice investment is "baked in" and is probably impacting a lot of expectations. I know it's impacting mine.

Notably, this also affects my feelings about the Litvinov request: "Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)" Since I'm planning to use all the Free dice on Tiberium projects anyway (to restore our budget quickly), it costs me nothing to promise not to use them elsewhere until the budget is restored and we can afford to activate all Department dice.

Why are people voting for an absolutely backbreaking 20k-space-population capstone that's going to fold the whole rest of the plan around it, when you could do something more laid-back that offers the flexibility to pursue your own goals?
Because building giant ambitious space colonies is my own goal and I genuinely want to pursue it, both for its own sake and to punish Kane?

I'm seeking flexibility elsewhere. :)
 
[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
[X] Plan All The Spinoffs And No Radicalization For You Mr IF
[X]plan: All Spin-offs, Minimum Extra Promises, IF Version
 
Ok, thinking about Orbital for a moment and the 20k commitment. We are counting on the cost of Space Pop per die down once Columbia is complete.
Well yes, I am counting on that.

But I think I have good reason to count on that, because if that weren't the case, then the "Evacuation Victory" end game would be logically impossible. The Space Population cost per die is so high because we're building giant prototype stations; it almost has to fall off significantly once we've completed the prototype.

the QM said:
For the people doing Bay math, Shala and Columbia bays range from about 150-400
Damn. Cheap. Nice.

I'm worried about falling into the same trap with space. Yes 20k people is a big headline number, but it's such a big number that it would require sacrificing critical offworld industrial development in favor of just cramming more sardines into the densest Columbia bay available because we gotta hit the big magic number regardless of if it's optimal for development 10 years from now, the target is due in 2.
We've already spent the entire Third Four Year Plan laying the industrial groundwork for that kind of thing. That was the whole point of our existing strategy- build up industrial infrastructure so we could 'boom' later. And do things like sustainable space colonies supported by the admittedly kinda shitty living conditions on Enterprise and the kind of moon mines we have right now.

I don't want another plan of trying to do the same thing. Especially since with Kane declining to show up in 2062, we have a bit more reason to be thinking about what happens if he doesn't negotiate. Learning how to put people in sardine cans in outer space in a hurry may be a skill we need to cultivate.

And Shala/Columbia have 6 bays each, giving us a range of 900-2400 progress for filling out each of them.
True. I suspect the average bay cost will be somewhere in the middle of that range; I'm tentatively projecting 1500-1800 or so.
 
Didn't we take the maximalist "6000 points of stations" goal last Plan? Plus additional objectives for space involving the moon mines? To the point where we had to scrape up two extra Orbital dice just to pull it off?
Nope, the maximalist goal was "all 4 stations completed". We went for the equivalent of the 10k goal.
Saying one thinks the other person is "trying to" do whatever one sees as the worst consequence imaginable of the action one sees them taking... That's not a good thing to do. It's equivalent to accusing the other person of bad faith.
Yeah, I think that the people voting to ghost IF by not listing any of their demands are wrong in their analysis of the probable consequences, and their view of the current situation of the party, but I don't think it's being done in bad faith.

Because building giant ambitious space colonies is my own goal and I genuinely want to pursue it, both for its own sake and to punish Kane?
Regarding that...
I did a bit of mathing: Columbia+Shala will take an average of 50 dice between them, assuming we complete the station bay and Leopard 2 factory. Assuming the bays average around 275 after discounts, that's 3 dice average per bay, which is another 36. Assuming we take Q1 to complete the fusion shipyard and Leopard 2 factory, we'll have 90 more Orbital dice for the plan... so we'll have 4 Orbital dice left over after completing the stations and their bays.
And ithillid has said that 20k would be "pretty much" Shala, Columbia, All +Max Density add-ons, then another habitation station.
20k by the end of plan is probably committing an average of 4 free dice per turn to Orbital... which means we are going to be very tight on options for pretty much everything else.

So, yes, if you are being very clear that this is a "put most of our discretionary resources into building orbital commieblocks every turn" type of plan, I respect that. But I feel like that's not being fully addressed.
 
Because building giant ambitious space colonies is my own goal and I genuinely want to pursue it, both for its own sake and to punish Kane?
I don't mind doing large space colonization, but I don't want to lock us hard into a goal that is, pessimistically, in the ballpark of 12,000 progress (roughly twice the size of Shala+Columbia+bays, since 10k population is the banchmark for a fully-developed Columbia and Shala), when we already have at minimum filling out Enterprise's bays to finish. That's not counting the other infrastructure we'll have to build to support a space population that notably hasn't been touched, such as Lunar water (going to be important for making Lunar colonies to house people, I expect) and power satellites (which we haven't got a timeline on, but have been noted as necessary once we get more extensive space infrastructure).
 
@Ithillid , I have edited my plans to include a specific list of the ten techs I am promising. Also, please note that the tally doesn't seem to log every line of my plan correctly; you may want to doublecheck the original in the event that it happens to win, because the tally may not show everything I put in there for some reason I don't understand.

To everyone, I am promising these techs without any prejudice against the ones I dropped and I am totally fine with pursuing those other development techs too. It's just that there is literally no advantage to us in promising to do them right now when we have an overwhelming support base for the plan anyway, so why even add them to the already massive list when we can just not promise them and do them anyway?

Right @Crazycryodude and @Simon_Jester you may want to reconsider taking the [ ] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.) objective in light of this.
Nope! I'm counting on it. Because I'm already planning to spend all our Free dice on tiberium mining in the first few turns anyway, and those are the turns where "inability to fund all Department Dice" is likely to actually be a problem.

Your plans are invalid until they actually specify what projects are being promised.
See here: Attempting to Fulfill the Plan: GDI Edition
I'm gonna go in and fix that. Thank you for linking a QM post.

Drop the reforestation prep. The Biodiversity Party is just too small for us to care enough about them to actually obligate us. If we have slack or think its a good idea, sure, but don't actually obligate us.
I'm doing that promise not because I need the Biodiversity Party's votes, but because I want to do it anyway. Among other things, if we do succeed in saving the Earth, restoring it to anything like "garden world" status is going to be incredibly challenging and I want us to have some practical experience at it.

The Bays likely will be, but at the opportunity cost of using up Bay slots.
The Lunar Base likely won't be, as we'll need to lay down some serious infrastructural foundations first.
Unsure about additional habitat stations. If they were more efficient then they sound like they are going to be sardine cans, because they would only achieve efficiency by reducing amenities.
So see.

The thing going on here is that we have very good reason to think that it will be easier to increase Space Population (in terms of dice spent per 1000 people in space) once we complete Columbia. The reason Columbia is so hard to build is that the station is a giant prototype. We're still trying to get practical experience. After we finish it, we'll be able to point to what we want with confidence, go to the station bay on Enterprise, and just say "uh yeah, gimme five of those." It'll still be a major construct project, but the scientific and engineering complexity of the task will be greatly reduced.

And that effect is going to be helping us regardless of whether further stations reduce amenities.

We do need a lot more good quality Housing, and it isn't going to come from Apartment Blocks. So I'd lean towards the Arcology goal.
If you're right, we're going to build the arcologies whether we promise to do them or not, because we're not just going to let our Housing buffer run down to zero. And the thread collectively hates making people live in low quality housing; the only reason that's still even a thing is that we can't help it what with the refugee wave pouring in on us.

The trick is that if some other desirable project appears for providing Housing that isn't specifically arcologies (and basic logic suggests there should be something)... Well, we end up caught in a bind, because we've promised to build arcologies even though arcologies are not an efficient solution to our problem of "how to provide bulk housing for the population."

Which leaves us at more risk of an undesired situation where we have a thin minority of people living in shiny new paradise megatowers, while still having a comparable number of people living in bunkers and commieblocks.

We need to keep our options open; the thread will make good faith efforts to solve the housing crisis either way.

Regarding that...
I did a bit of mathing: Columbia+Shala will take an average of 50 dice between them, assuming we complete the station bay and Leopard 2 factory. Assuming the bays average around 275 after discounts, that's 3 dice average per bay, which is another 36. Assuming we take Q1 to complete the fusion shipyard and Leopard 2 factory, we'll have 90 more Orbital dice for the plan... so we'll have 4 Orbital dice left over after completing the stations and their bays.
And ithillid has said that 20k would be "pretty much" Shala, Columbia, All +Max Density add-ons, then another habitation station.
20k by the end of plan is probably committing an average of 4 free dice per turn to Orbital... which means we are going to be very tight on options for pretty much everything else.

So, yes, if you are being very clear that this is a "put most of our discretionary resources into building orbital commieblocks every turn" type of plan, I respect that. But I feel like that's not being fully addressed.
Honestly, I'm down for that, because I think it's a good way to react to our current situation. We've got hopes of pushing back tiberium, but we very much do need to know how to get people into space if we can't save the Earth... And there aren't any miracles forthcoming in terms of "how to save the Earth."

I don't mind doing large space colonization, but I don't want to lock us hard into a goal that is, pessimistically, in the ballpark of 12,000 progress (roughly twice the size of Shala+Columbia+bays, since 10k population is the banchmark for a fully-developed Columbia and Shala),
If building the second "10000 people live here" space facility is as hard as building the first, then the idea of the "orbital evacuation" target was always kind of a joke from the beginning, since getting even one million people into space would take thousands of Orbital dice.

I'm quite candidly counting on options emerging that give us much better Space Population return on investment per Orbital die rolled than the options currently visible to us... But we've been pretty directly told to expect such options, so I like my chances. I think people who are estimating the costs by extrapolating linearly from the dice costs of building Columbia and basically going "so what if we had to build five Columbias instead of one" are kind of missing things.
 
Last edited:
Well, for starters, we might want to do things like reforestation and poulticeplant deployment, which don't contribute to that target.
I wouldn't be surprised if those ones did give a small trickle of consumer goods.
Probably not a lot, but they are heading in approximately the right direction to be adjusted for consumer qol applications.
Poulticeplants tweaked to produce a honey-like substance? The construction of urban park biodomes?
 
[] Plan Attempting To Go To Space (without Initiative First)

[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
 
Last edited:
My prediction is that the thread is overwhelmingly likely to handle the housing refurbishing anyway, whether we promise to do it or not. The thread's been feeling guilty and unhappy about low quality housing for many in-game months, and if we're given an opportunity to improve things after the current refugee wave settles in, I predict that we'll do it.

Simon there is a difference between "Yeah we will do it at some point." and "We have promised to do it." One is an intent to do it at some point and the other is a political talking point that can be used in the elections.
 
huh, simons space plan with initative first is only 2 votes behind the top vote, and tied for second right now. I actually wasnt expecting that since when I last checked it was 6 or so votes behind.
 
[X]Plan Attempting to create a Socialist Manifesto
-[X] 35% (880 Resources per turn) - Asking even more of the Initiative, increasing the allocation to 35 percent reflects a desire for massive investments in a wide array of projects, rushing out of the gate with massive consumer and industrial projects rather than allocating primacy to Tiberium. (-30 PS)
-[X]Capstone projects
--[X] Pick 4 - Four capstones provides for a massive quantity of advanced goods, and while it will be a major push, the Treasury should be capable of it, along with other important goals.
-[X]Consumer Goods
--[X] 120 points from the Treasury - A more ambitious plan, and one that will provide for a good quality of life for even masses of refugees that are pouring into Initiative territories.
-[X]Food
--[X]60 Consumer Goods from Agriculture - A major investment into multiple agricultural areas, major investment into consumer goods will ensure that there is plenty to be had, no matter the dietary restrictions involved. (+5 PS)
-[X]Income
--[X] 1200 points - Surging income once more will require massive investments into reaping the benefits of the Regency War, and pouring resources into Red Zone operations, active tiberium mining, and the private economy. (+ Everyone support)
--[X]Space Population
-[X] 10k - A sizable jump in population, 10,000 colonists in space would represent a full development for both Columbia and Shala, and offers a significant hope for the future. (+10 Political Support) (+ Developmentalist Support, + Starbound Support)
-[X]Abatement
--[X] 60 Points of Red Zone Abatement - A somewhat higher goal, and keeping pace with previous terms, it will require some additional investment into other methods, without being overly burdensome.
-[X]Spin off Commitments
--[X] Resettlement Spending (-5 from Resettlement) (-1 PS)
--[X] Bureau of Arcologies(-15 from Bureau of Arcologies) (-10 PS)
--[X] Distributed Heavy Industrial Authority (-30 from Distributed Heavy Industrial Authority) (-20 PS)
--[X] Consumer Industrial Development (-15 from Consumer Industrial Development) (-10 PS)
-[X]Parties
--[X]Free Market Party (0/2/4/8) Seats:‌ ‌228 ‌seats‌ ‌Free‌ ‌Market‌ ‌Party:‌ ‌228 ‌seats‌ ‌(0;‌ ‌55;‌ ‌33; ‌140)‌ ‌
---[X] Increase GDI income by at least 800 points.
---[X] 30 resources in grants
---[X] Take at least four Capital Goods Capstones
---[X] Take 100 points of Consumer Goods
---[X] Take 120 points of Consumer Goods
--[X]Market Socialists (4/6/7/9) 486‌ seats‌ ‌(200;‌ ‌155;‌ ‌81;‌ ‌50)‌ ‌ ‌
---[X] Increase GDI income by at least 800 points
---[X] Increase GDI income by at least 1200 points
---[X] Take Four industrial Capstones
---[X] Take 100 points of Consumer Goods
---[X] Take 120 points of Consumer Goods
---[X] Take 40 points of Abatement
---[X] Take 60 points of Abatement
---[X] Complete at least three phases of Blue Zone Arcologies
---[X] 30 resources in grants
--[X]Developmentalists (0/6/9/12) 1038 ‌seats‌ ‌(480;‌ ‌258;‌ 250;‌ ‌50)‌ ‌
---[X] Increase GDI processing limit by at least 1200
---[X] Increase GDI income by at least 800
---[X] Increase GDI income by at least 1200
---[X] Commit to at least four industrial capstones
---[X] Commit to at least 10k Population in Space
---[X] Spend no more than 3 Free Dice on Military per turn
---[X] At least one Development project Every Turn
---[X] Build at least four Ground Forces Zone Armor Factories
---[X] Build at least eight Ground Forces Zone Armor Factories
--[X]Socialist (0/1/2/4) Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌
---[X] Commit to at least four industrial capstones
---[X] Increase GDI Income by at least 800
---[X] Increase GDI Income by at least 1200
---[X] Commit to at least 10k Population in Space
--[X]Militarists (2/5/6/8) Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌ ‌
---[X] Deploy Island class LHAs
---[X] Spend at least one die on Steel Talons projects every turn
---[X] Complete at least six Ground Forces Zone Armor plants.
---[X] Complete at least eight Ground Forces Zone Armor plants
---[X] Complete Three of the following projects
----[X] Modular Rapid Assembly System Prototypes
----[X] Buckler Shield Development
----[X] Unmanned Support Ground Vehicle Development
--[X]Starbound (0/0/3/4) 461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌ ‌
---[X] Gain at least 100 RpT from offworld mining
---[X] Fund all remaining probe missions
---[X] Commit to at least 10k population in space
--[X]United Yellow List (0/2/4/6) 176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌ ‌
---[X] Complete three phases of Blue Zone Arcologies
---[X] Increase GDI processing limit by at least 1200
---[X] Increase GDI income by at least 800
--[X]Homeland (0/1/-/-) 50 ‌seats (25; 25; 0 ; 0)
---[X] Complete all phases of Red Zone Border Offensives before 2064
--[X]Biodiversity (0/1/2/-) 34 ‌seats (9; 5; 20; 0)
---[X] Complete All Shala Bays
--[X]Reclamation (1/1/-/-) 12 Seats (9; 3; 0; 0)
---[X] Complete all phases of Red Zone Border Offensives by End of Plan
--[X]Initiative First (0/0/3/6) 335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌25; ‌310)‌ ‌
---[X] Complete all remaining phases of Fortress Towns
---[X] Complete at least four Ground Forces Zone Armor Factories
-[X]Litvinov Objectives
--[X] Every turn activate all Department dice
--[X] Do not activate Free Dice unless all Department Dice are active. (Putting Free Dice on the Tiberium Department is excepted.)
--[X] Spend no more than two free dice per turn on Military.
--[X] Department of Alternative Energy
--[X] Munitions Department
--[X] Refit Department
--[X] Hand off at least 20 points of Capital Goods to market over course of plan.
--[X] Complete Improved Hewlett Gardener Refits before end of plan.


end result
41 Political Support
Parliament politicians breakdown
Total 3178
88 Free Market Party
486 Market Socialists
988 Developmentalists
426 Socialists
524 Militarists
440 Starbound
150 United Yellow List
50 Homeland Party
14 Biodiversity‌ ‌Party‌
12 Reclamation party
0 Initiative First

Overall, and first things first, a full slate of goals for the socialists and market socialists. Plus 5 promises to Free Market party that are already or are going to be promised elsewhere for an easy 88 extra votes. The next big one is the developmentalists. We don't need those last 50 votes and trying to get them runs into increasingly expensive projects Take most of them and look for the last few votes we need elsewhere. Oh look, starbound pushes us over the line completely for free. Well they get three projects we already want. Militarists get a fairly middle of the line five promises which grants us hundreds of votes in parliament.

To finish off, UYL get us a bunch more votes for stuff promised elsewhere. The minor parties. Homeland, biodiversity, and reclamation each get 1 promised goal each. Lastly initiative first who lend us no votes. Well I don't want to spitevote. So we have 4 zone armour factories which are already promised elsewhere. And I actually want the fortresses because green zone intensification is locked behind them.

But overall, some pretty accomplishable plangoals. I was tempted to cut back further because we've got hundreds more votes than we need, but all of these chosen are mostly stuff I want anyway or should be easy to finish. So I'm fine with these promises. Particularly since the plan takes the maximum resources possible. Notably we're spinning off the arcologies bureau and resettlement program. Plus the heavy industrial authority. But one thing in particular I want to keep under the treasury's protection is the forgotten grants. Keep them under our control to ensure it stays funded and looking after the forgotten stays under our roof.

Edit: Also added all Litvinov objectives for maximally happy director.

double edit: approval voting plan grudgingly with IF
triple edit: approval voting again

[X] Plan Attempting To Go To Space (grudgingly with Initiative First)
[X] Plan Civilian Development mk2
 
Last edited:
Space is good, space is pure, 20k space pop is possible without totally compromising on quality of living and industry. Yout think so too? Vote for Plan Attempting To Go To Space (without Initiative First) and/or Plan Attempting To Go To Space (grudgingly with Initiative First) today.
 
I think people who are estimating the costs by extrapolating linearly from the dice costs of building Columbia and basically going "so what if we had to build five Columbias instead of one" are kind of missing things.

Admittedly I'm one of those people, but I've tried to emphasize that we expect the Space Pop per die cost to go down for development beyond basic Columbia / Shala. Its just that the base projections are unfortunately highly committed. Admittedly All the Spinoffs also would need 22 Free Dice in Orbital, so its not like they aren't investing heavily there.

Speaking of @Simon_Jester was there a reason to not take the Dept of Alt Energy promise to Litvinov? Given that there was an expectation to take it in Q1 and the impeding Energy Crisis, taking something to take the load off and delay when we have to get Fusion V2, potentially getting some better tech for it should be a good thing.

Also what follows is an analysis of the extra dice each current plan would need. Negatives in the summary section mean Free Dice required.
PlanAll the SpinoffsATGTS without IFATGTS with IFAll the Spinoffs with IF
Capital GoodsPick 4: 44 LCIPick 3: 16 LCIPick 3: 16 LCIPick 4: 44 LCI
Consumer GoodsTake 120 : 0Take 120 : 0Take 120 : 0Take 120 : 0
Consumer Goods from AgricultureTake 50 : 13 AgriTake 40 : 8 AgriTake 40 : 8 AgriTake 50 : 13 Agri
IncomeTake 1200 : 67 TibTake 1200 : 67 TibTake 1200 : 67 TibTake 1200 : 67 Tib
Space PopTake 10k : 35 OrbTake 30k : 102 OrbTake 30k : 102 OrbTake 10k : 35 Orb
RZ AbatementTake 40 : Covered by IncomeTake 40 : Covered by IncomeTake 40 : Covered by IncomeTake 40 : Covered by Income
BZ ArcologiesTake 5 : 35 InfraTake 5 : 35 Infra
SADN17 Mil17 Mil17 Mil17 Mil
ASAT11 Mil11 Mil
LHA3 Mil3 Mil
Steel Talons16 Mil16 Mil16 Mil16 Mil
GFZATake 6 : 12 MilTake 8 : 16 MilTake 8 : 16 MilTake 6 : 12 Mil
Mil Development ProjectsTake All : 10 Mil outside of Steel TalonsTake 10 : 4 Mil outside of Steel TalonsTake 10 : 4 Mil outside of Steel TalonsTake All : 10 Mil outside of Steel Talons
YZ Fortresses6 Infra6 Infra
Dept of Core Crops16 Agri Max16 Agri Max
100 Space Mining20 Orb20 Orb
Probe2 Orb2 Orb
RZ Border Offensives8 Tib : Covered by Income8 Tib : Covered by Income
Reforestation????????????
Processing2 Tib2 Tib2 Tib2 Tib
Dept of Alt Energy16 HI Max16 HI Max
Munitions Dept16 Mil Max16 Mil Max16 Mil Max16 Mil Max
Refit Dept16 Mil Max16 Mil Max16 Mil Max16 Mil Max
Improved Hewlett Gardener Refits2 + ??? Tib2 + ??? Tib2 + ??? Tib2 + ??? Tib
New Remaining Dice
Infrastructure
34​
69​
63​
28​
Heavy Industry
16​
32​
32​
16​
Light and Chemical Industry
20​
48​
48​
20​
Agriculture
20​
41​
41​
20​
Tiberium
16​
16​
16​
16​
Orbital
-22​
-67​
-67​
-22​
Services
77​
77​
77​
77​
Military
13​
29​
29​
13​
Dice numbers are based on my previous analysis here.
 
Last edited:
-[X]Developmentalists
...
--[X] Commit to at least four industrial capstones


-[X]Socialist (0/1/2/4) Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10)‌
--[X] Commit to at least four industrial capstones

You've only commited to three btw.

[X]Capstone projects
-[X] Pick 3 - While only committing to completing three industrial capstones is likely to require calling in some favors, it will provide significant flexibility for the future. (-10 PS)
 
Back
Top