Ugh...

If we're at risk of losing free dice, which seem absolutely essential given our rather ambitious goals, we should probably do everything we can to advance medical tech and try and prevent it.

What actions do we have for that? Genelabs and poulticeplants?
The gene labs are likely to be rather more impactful on that front than the poulticeplants.

Get Gene Clinics done early and create reginal hospitals to reduce medical load will definitely help.
I don't think the regional hospitals will help that much, because I'm pretty sure the kind of people who are giving us that impact and who are also at risk of dying soon are already well and truly close to existing hospitals. And with us being at double digit surplus in "Health," I'm fairly sure they are receiving adequate care relative to our current standards.

Poulticeplant development, visceroid research, and Forgotten research coming up with something is my hope.
I expect gene clinics to matter more than poulticeplants, because the problem very much is not "we cannot synthesize this-here known medication easily enough."

We can't gene-tinker a poulticeplant to make chemicals or do things we haven't yet discovered or invented. Genetic engineering is very intentional that way.

I am wondering why the two most popular plans don't put 2 dice on Gene Clinic and instead give one to Specialist Isolinear. Is it just for the off chance that one or both of them complete? There is a 47.64% chance of that happening, but I'd prefer the 88% chance of Clinics.
With that said, you have a point.

@Crazycryodude , @Lightwhispers , I'm actually convinced here. The probability of getting something completed this turn is maximized by concentrating both dice on one of our two 120-point 10 R/die Service projects instead of splitting them. There is some risk of overkill, but it's not that high, and we're not exactly short for Service dice in the current Plan. Also, Gene Clinics is directly going to influence at least some life-altering medical conditions, whereas Specialist Isolinear Peripherals will have at best indirect effects on things like basic human welfare.

My own plan is going to flip to focusing on Gene Clinics. With that said, I am not in any way intending to pick a fight over this.
 
@Crazycryodude , @Lightwhispers , I'm actually convinced here. The probability of getting something completed this turn is maximized by concentrating both dice on one of our two 120-point 10 R/die Service projects instead of splitting them. There is some risk of overkill, but it's not that high, and we're not exactly short for Service dice in the current Plan. Also, Gene Clinics is directly going to influence at least some life-altering medical conditions, whereas Specialist Isolinear Peripherals will have at best indirect effects on things like basic human welfare.

My own plan is going to flip to focusing on Gene Clinics. With that said, I am not in any way intending to pick a fight over this.
That's... not wrong, and while Gene Clinics is setting up the infrastructure for the program, not actually starting treatments (I think), getting it started should help.
And that particular Isolinear tech is less likely to be AI-relevant.

Pending anyone objecting, I may flip those, too, which also allows bumping a PEV die over to microfusion.
Edit: possibly. I'm not sure it's a sufficient change to cancel out "7 hours left to vote."
 
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So full on lining the new urban cores will take the new metro phase and new regional hospitals but what about industrial and commercial opportunities for them. Have we gotten any options to provide jobs for the Apartment dwellers directly? Is it gated behind metros?

The distributed heavy industrial authority and the LCI consumer goods department are both supposed to invest in small, distributed production around the GDI. They'll definitely set up shop in the new urban cores eventually (if they haven't already), probably consumer production first and then HI moving in later. If we want to really go whole hog on passive Treasury funding we could activate the LCI cap goods department as well, but 2/3 plus the private sector and central Treasury projects that aren't tied to a specific geographical megaproject is pretty good already IMO.

With that said, you have a point.

@Crazycryodude , @Lightwhispers , I'm actually convinced here. The probability of getting something completed this turn is maximized by concentrating both dice on one of our two 120-point 10 R/die Service projects instead of splitting them. There is some risk of overkill, but it's not that high, and we're not exactly short for Service dice in the current Plan. Also, Gene Clinics is directly going to influence at least some life-altering medical conditions, whereas Specialist Isolinear Peripherals will have at best indirect effects on things like basic human welfare.

My own plan is going to flip to focusing on Gene Clinics. With that said, I am not in any way intending to pick a fight over this.
Ultimately it's a pretty minor optimization, like with the recon drones. My personal stance is that if anybody has a condition so critical that their life is made or broken by 3 months difference in access to a consumer gene clinic, they're in critical care at a hospital/under a doctor's supervision anyways, not visiting the gene clinic for experimental outpatient procedures that let you drink milk without getting the shits. Might as well err on the side of efficiency rather than urgency here, although ultimately I'm not going to die on this hill if people REALLY want it.
 
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Which you've never really explained beyond the level of "I don't care, I want this, so I put a ton of dice on it."

This is also a lie.

And since dairy and other stuff consumes food I'm instead setting up for later turns by backing up our food production with 5 dice into the aquaponics bays giving us a whole bunch of surplus food to start going into con goods with later.

I make a point of explaining my reasoning in my vote posts and I have replied to you multiple times now explaining why I want stuff.

For fortress towns or for orbital cleanup? Actually I'll answer both.

Fortress towns there's no particular 'rush' but it does unlock us further phases of green zone intensification which is cheap, easy tiberium harvesting. Plus there's ongoing nod raiding, as seen by the tentacle harvester heist. Even if the full regency war is winding down, small scale raiding is happening, beyond that there's digging in for the next wave of fighting whenever it may be. The refugee wave is slowing down, it's now 5 per turn combining a phase of fort towns with our arcology department means we actually cover all of this turns housing need. It's not pretty but it does it and keeps a nice healthy surplus so that we can build/upgrade higher quality housing later as needed. Beyond that, providing outposts nearer to the nod borders might make it easier for refugees to flee to GDI to see if we can nudge that number back up a little. Fortress towns do a bunch, and depending on how things shake out they might grow or expand over time into larger towns. They're a nice core 'standard' housing block, that we can upgrade or modify or give add ons to later. tldr; houses, safety, jumping off point for tib harvesting.

Orbital cleanup, there's a fair chance of completing the station bay, stage 12 also gives a discount to stations. Useful for long term making the stations cheaper so they require less dice. Stage 11 of orbital cleanup meanwhile unlocks energy satellites which look to be useful with our difficulties with energy generation.
Still fine. Is cheap space dice that give discounts to space stuff.

I've been saying for multiple turns in a row to start Shala and Colombia but been told it's more efficient if we get discounts for stuff.

This is discounts so there you have it.

Leopard. Okay, fine, finish that later. I mean. I'd have loved to start doing Colombia and Shala multiple turns ago as I put in my plans on multiple different occasions. But no no, as I've repeatedly been told it's better to get a bunch of discount stuff first, so that's exactly what I'm doing. If leopard doesn't finish this turn I just plug more dice into it next turn. And any other discount providing space things I absolute 'need' to do. Because apparently dice into the stations can't happen until then. That's what I've been told many many times.

I've been answering why even if it's as simple as "It's a pre-req for other things I want" (That I have also been told 'need to wait')

So here's my attempt to get the things that I apparently need.

If you can't see why activating all dice is valuable I don't know what to tell you.

Actually let's flip this around.
--[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 13% Phase 10)
only 13% chance to complete.

--[X] Personal Electric Vehicle Plants 0/300 (3 dice, 30 R) (26% chance)
only 26% chance to complete
-[X] Light Industry (2/4 Dice, +28 bonus, 20 R)
Does not spend all dice
--[X] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (29% chance)
--[X] Ground Forces Zone Armor (New Sevastopol) 0/180 (2 dice, 40 R) (47% chance)
Low chance of completing
--[X] Infantry Recon Support Drone Development 0/40 (1 die, 10 R) (100% chance)
--[X] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
--[X] GD-3 Rifle Development 0/30 (1 die, 10 R) (100% chance)
Why don't you move dice from here?
 
We can't gene-tinker a poulticeplant to make chemicals or do things we haven't yet discovered or invented. Genetic engineering is very intentional that way.
Fair enough. I guess I have just had a bit of an obsession with plants in general recently that I'm winding down from. I'll mostly just stick to the math from now on.

I will support your change to focus on gene clinics. Getting projects with long lead times or open up new options done early is best. I don't want a repeat of a situation like the boatyards.
 
I think that sounds about right currently.

IIRC Poulticeplants are a stepping stone to Quest!medi-gel, and given the amount of gene-engineering ME!medi-gel apparently had, I wouldn't be surprised if genelabs were too.
With that said, I think we need to recognize that the current generation of poulticeplants is unlikely to solve complex medical problems within the current generation, as distinct from just some general broadening of access to well-understood medications we already have a lot of. Which by definition includes the survival of the Qatarites.

On raiders in the Med:

Yeah, a bit of an issue, however, if the navy put hydrofoil bases at YZ-15 and YZ-13N (after we put the hubs in), then much of the Nod controlled YZ coast is within hydrofoil range. A hydrofoil base at Nador in North Africa and Almeria (I think that's about where the GZ border is?) in Spain would then cover the rest of the coastline. Toss in some frigates and/or escort carriers to go the entire route in case of subs, and heavier escorts could largely just pick up convoys coming west at a designated point for the last bit of the trip, and drop off convoys heading east at that same general point.

Who knows? Maybe the military will use some Islands in the future to take the Balles Balears, making it easier to lock down the Spanish coast.
Well yes, but the problem is that you're also worrying about shit like land-based antiship launchers and airstrikes. Escort is very much possible, but you are still running a gauntlet. Also, there is at least some risk of one of the Nod warlords involved going nuclear at the threats and effective loss of that much of their strategic territory.

All things considered, for the foreseeable future I think the route around Africa is going to remain best for cargoes that are not urgent and just need to get where they're going in a reasonable degree of safety. Not that I don't care about the Suez route or don't think it matters or anything like that, just that there's a complex issue of military and territorial control entangled with opening Suez.

On a semi-related note, how confused would the Bannerjees get if we slammed out the YZ-1 trio of hubs, then immediately slapped down the Inhibitor and ignored India again? ;)
Very, but it might be a good idea to consult them first. I wish we had stable diplomatic contact with them so we could be reasonably confident they wouldn't go nuclear over it. I hope they wouldn't go nuclear, because it sounds to me like a subcontinent-wide inhibitor grid would be very much "don't threaten me with a good time" territory for the Bannerjees.

Your exact words were:

"Just as important to me if not more so, is where the abatement is, not just the amount. We could push back kilometres of red zone in north america, south america, europe, australia and it would likely not get us much other than mostly blank featureless wasteland."

Now, theoretically, your point of concern is that the Caravanserai might get a lock on the Red Sea coastline in its entirety without our input. However, given realistic rates of Red Zone abatement, that cannot happen any time soon; all the Caravanserai can gain soon are slices of "mostly blank featureless wasteland" much like the slices of mostly blank featureless wasteland they already have. We're not six months, or even twelve, from clearing Suez directly.

Thus, I perceive an inconsistency, in that you seem greatly concerned with what the Caravanserai might take over in the short term, even though "what the Caravanserai might take over in the short term" is basically "blank featureless wasteland" of the sort that isn't very important when it's us capturing it.

Pending anyone objecting, I may flip those, too, which also allows bumping a PEV die over to microfusion.
I don't see how it allows that; it doesn't save any money to transfer a die from one 10 R/die Service project to another.

Unless you're talking about canceling the Light Industry project, which... is not what I want to do.

No, seriously, I was talking about the orbital cleanup project. You've definitely clearly explained why you want it in the general sense, but not why you want it done so quickly and so much that you're willing to court a 50% or greater chance of waiting an Orbital die on overspending on the project.

The obvious reason to do that would be if you had a specific project in mind that itself urgently needed to be started in 2062Q2 and that actually benefits from the cleanup, but since you already know the stations aren't on that list, I'm not sure what you think qualifies, leaving us back at the level of "I want this, therefore I pile dice onto it."

It's not that you haven't tried to explain yourself, it's that the explanations don't connect to the actions you're taking. It's like saying "I don't want to get rained on, therefore I will lift a rock."

If you can't see why activating all dice is valuable I don't know what to tell you.

Actually let's flip this around.

1) only 13% chance to complete.
2) only 26% chance to complete
3) Does not spend all dice
4) Low chance of completing
5) Why don't you move dice from here?
Activating all dice is valuable if we have plenty of resources to do both essential and optional things at once. If we do not have enough to do that, then it is necessary to prioritize, which may mean doing nothing with dice that are not critically required, to free up resources for projects that are. To address your concerns, though:

1) The tenth phase of the project has a 13% chance to complete. The ninth has a near-100% chance. We don't need the extra +6 Housing on top of the first +6 urgently enough to justify overspending dice on the tenth phase. Furthermore, the other Infrastructure dice are in use on other valued housing projects that will hopefully help scratch some of the same itches the apartments would.

2) Yes. This is called "slow-walking" and is a good way to complete projects that are important but not urgent. It doesn't really matter that much whether the electric car factories come online in Q1 or Q2, so I want to spend the minimum number of dice to give them a reasonable chance of completion now, then one more next turn if necessary. This also frees up the fourth Heavy Industry die to complete the Advanced Alloys project.

3) Yes. Because in Light Industry we have far, far fewer Plan commitments than we have dice to spend on them, so locally, in Light Industry, there is no shortage of dice. Thus, resources suggest that leaving two Light Industry dice fallow to conserve funds for other, more critical projects.

4) Yes. Because I only have so many Military dice and so many funds to go around. If I had less restrictive limits to operate under, you may be assured I would give both projects a higher chance of success.

5) Because two of those projects are Plan commitments and the railgun munition factories are not, making it inadvisable to transfer dice from one to the other. Because I consider the GD-3 project important enough to be co-equal in priority with the railgun munition factories. And because I do not consider the Zone Armor factory quite critical enough to spend an additional +10 R activating a third die to increase the probability of getting one factory in Q1 and probably one in Q2 instead of potentially failing to complete it in Q1 and probably getting two at once with an aggressive dice surge in Q2, as I would intend to do in the event that the New Sevastopol plant doesn't finish.

Not quite.
 
My browser's not letting me edit posts this minute for some weird reason, so I'm putting this in; I may edit to merge the doublepost later if and when I can. Sorry.

I will support your change to focus on gene clinics. Getting projects with long lead times or open up new options done early is best. I don't want a repeat of a situation like the boatyards.
I have already done this. It should be noted that the isolinear thing is also important on a general industrial/economic scale, though. Medical stuff isn't the only stuff.
 
Thus, I perceive an inconsistency, in that you seem greatly concerned with what the Caravanserai might take over in the short term, even though "what the Caravanserai might take over in the short term" is basically "blank featureless wasteland" of the sort that isn't very important when it's us capturing it.

No. I make very clear that *other* red zone borders around the world lead to wasteland. While the Caravanserai territory on the arabian peninsula (and the yellow zone in east africa they're likely to take) leads to the suez canal if they push north up the coast. Which is where the red zone hub is.

Now, theoretically, your point of concern is that the Caravanserai might get a lock on the Red Sea coastline in its entirety without our input. However, given realistic rates of Red Zone abatement, that cannot happen any time soon; all the Caravanserai can gain soon are slices of "mostly blank featureless wasteland" much like the slices of mostly blank featureless wasteland they already have. We're not six months, or even twelve, from clearing Suez directly.

Clearing the suez will be a long term plan yes. But looking at how the caravanserai have been pushing up the coast it is entirely possible that while not fully clearing the canal they're likely to be able to push into and claim much of egypt within a year.

All of that red zone that they are pushing into they are claiming as their territory.

The marv hub isn't the best in the world for abatement. But, it is one of the very few ways to specifically direct military attention to certain regions of the world. And Egypt and the red sea have the potential to be utterly game changing for our logistics. And yes, there's ion storms in the med due to being ringed by red zones. But what better way to counter that than by creating a port in a storm and beginning to abate 'that red zone specifically'
 
With six hours left, here's the current tally.

36 votes for Plan Forging the Golden Spike
32 votes for Plan Feed Zocom, Orbital VI
23 votes for Plan Attempting To Invade The Tiberium.

Adhoc vote count started by Derpmind on Sep 5, 2022 at 12:57 PM, finished with 286 posts and 81 votes.

  • [X] Plan Forging the Golden Spike
    -[X]Infrastructure (5 dice) 50 Resources
    --[X] Blue Zone Apartment Complexes (Phase 9+10), 2 dice (20R) 13%
    --[X] Communal Housing Experiments, 2 dice (20R) 87%
    --[X] Green Architecture Risk Assessment and Testing, 1 die (10R) 67%
    -[X]Heavy Industry (4 dice) 55 Resources
    --[X] Advanced Alloys Development, 1 die (15R) 90%
    --[X] Personal Electric Vehicle Plants, 2 dice (20R) 0%
    --[X] Chicago Planned City (Phase 4), 1 die (20R) 100%
    -[X]Light and Chemical Industry (2 dice) 20 Resources
    --[X] Isolinear Peripherals Development, 2 dice (20R) 70%
    -[X]Agriculture (4 dice) 40 Resources
    --[X] Wadmalaw Kudzu Plantations (Phase 3), 4 dice (40R) 14%
    -[X]Tiberium (7 dice + 7 Free + Erewhon) 410 Resources
    --[X] Intensification of Green Zone Harvesting (Stage 7), Erewhon die (15R) 94%
    --[X] Red Zone Border Offensives (Stage 2+3), 5 dice (125R) 81%
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3), 9 dice (270R) 76%
    -[X]Orbital (6 dice) 100 Resources
    --[X] Station Bay, 2 dice (40R) 79%
    --[X] Leopard II Factory, 3 dice (60R) 57%
    --[X] 1 die locked for AEVA deployment
    -[X]Services (5 dice) 80 Resources
    --[X] AEVA Deployment (Orbital), 3 dice (60R) 88%
    --[X] Gene Clinics, 1 die (10R) 23%
    --[X] Specialist Isolinear Programming Development, 1 die (10R) 32%
    -[X]Military (8 dice) 100 Resources
    --[X] Ferro Aluminum Armor Refit, 2 dice (10R) 0%
    --[X] Infantry Recon Support Drone Development, 1 die (10R) 100%
    --[X] Railgun Munitions Factories (Phase 1), 2 dice (20R) 29%
    --[X] Ground Forces Zone Armor (Set 1/Phase 3), 2 dice (40R) 47%
    --[X] Modular Rapid Assembly System Prototypes, 1 die (20R) 26%
    -[X]Bureaucracy (4 dice)
    --[X] Recruitment Drives, 4 dice (99% vs. DC 200)
    -[X] Total Cost: 855/855 Resources, 0 reserved (technically 100 but I'm just pretending that the bank's floor of 100 isn't available)
    [X] Plan Feed Zocom, Orbital VI
    -[X]Infrastructure 5 dice +36 5/5 50R
    --[X] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
    --[X] Communal Housing Experiments 0/150 2 dice 20R 87%
    --[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    -[X]Heavy Industry 4 dice +33 4/4 55R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Personal Electric Vehicle Plants 0/300 2 dice 20R
    --[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
    -[X]Light and Chemical Industry 4 dice +28 4/4 60R
    --[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 2 dice 40R
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X]Agriculture 4 dice +28 4/4 30R
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
    --[X] 1 die for security review
    -[X]Tiberium 7 dice +38 14/7 345R
    --[X] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
    --[X] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
    -[X]Orbital 6 dice +30 6/6 100R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Leopard II Factory 152/400 3 dice 60R 57%
    --[X] 1 die dedicated to AEVA
    -[X]Services 5 dice +31 5/5 80R
    --[X] Gene Clinics (New) 0/120 1 die 10R 23%
    --[X] Advanced Electronic Video Assistant Deployment 0/200 3 dice 60R 88%
    --[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X]Military 8 dice +30 8/8 130R
    --[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    --[X] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
    --[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
    -[X]Bureaucracy 4 dice +28 4+E 0R
    --[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
    --[X] Security Reviews: Agriculture DC50 0/50 1 die 94%
    [X] Plan Attempting To Invade The Tiberium.
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 (2 dice, 20 R) (Phase 9, 13% Phase 10)
    --[X] Communal Housing Experiments (2 dice, 20 R) (87% chance)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die, 10 R) (67% chance)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 45 R)
    --[X] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
    --[X] Personal Electric Vehicle Plants 0/300 (3 dice, 30 R) (26% chance)
    -[X] Light Industry (2/4 Dice, +28 bonus, 20 R)
    --[X] Isolinear Peripherals Development 0/160 (2 dice, 20 R) (70% chance)
    -[X] Agriculture (4/4 Dice, +28 bonus, 40 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 (4 dice, 40 R) (14% chance)
    -[X] Tiberium (7 Dice + 7 Free Dice, +38 bonus, 375 R)
    --[X] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40 R) (52% chance)
    --[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 (5 dice, 125 R) (Stage 2, 81% Stage 3)
    --[X] Deep RZ Tiberium Glacier Mining (Stage 1+2+3) 0/750 (7 dice, 210 R) (Stage 1, 96% Stage 2, 7% Stage 3)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] One die for AEVA deployment
    --[X] Station Bay 248/400 (1 die, 20 R) (1/2 median)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice, 20 R) (Stage 11, 58% chance Stage 12)
    --[X] Leopard II Factory 152/400 (3 dice, 60 R) (57% chance)
    --[X] This brings both Orbital actions quite close to completion. Barring extreme bad luck, we should be able to easily finish both projects in 2062Q2 and shift focus to an aggressive Columbia construction run.
    -[X] Services (5/5 Dice, +31 bonus, 85 R)
    --[X] Orbital AEVA Deployment 0/200 (3 dice, 60 R) (88% chance)
    --[X] Gene Clinics 0/120 (2 dice, 20 R) (88% chance)
    -[X] Military (8/8 dice, +30 bonus, 110 R)
    --[X] Infantry Recon Support Drone Development 0/40 (1 die, 10 R) (100% chance)
    --[X] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
    --[X] GD-3 Rifle Development 0/30 (1 die, 10 R) (100% chance)
    --[X] Railgun Munitions Factories (Phase 1) 0/200 (2 dice, 20 R) (29% chance)
    --[X] Ground Forces Zone Armor (New Sevastopol) 0/180 (2 dice, 40 R) (47% chance)
    --[X] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (26% chance)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives DC 200 0/200 (4 dice, 0 R) (98.97% chance)
    [X] Plan Feed Zocom
    -[X]Infrastructure 5 dice +36 5/5 50R
    --[X] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
    --[X] Communal Housing Experiments 0/150 2 dice 20R 87%
    --[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    -[X]Heavy Industry 4 dice +33 4/4 55R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Personal Electric Vehicle Plants 0/300 2 dice 20R
    --[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
    -[X]Light and Chemical Industry 4 dice +28 4/4 50R
    --[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X]Agriculture 4 dice +28 4/4 30R
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
    --[X] 1 die for security review
    -[X]Tiberium 7 dice +38 14/7 345R
    --[X] Tiberium Vein Mines (Stage 2+3) 5/385? 5 dice 100R 88%
    --[X] Red Zone Border Offensives (Stage 2+3) 101/500 5 dice 125R 81%
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/255 4 dice 120R 98%
    -[X]Orbital 6 dice +30 6/6 110R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Leopard II Factory 152/400 3 dice 60R 57%
    --[X] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
    -[X]Services 5 dice +31 2/5 85R
    --[X] Gene Clinics (New) 0/120 1 die 10R 23%
    --[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
    --[X] Kamisuwa Optical Laboratories (New) 0/250 2 dice 40R 4%
    --[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X]Military 8 dice +30 8/8 130R
    --[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    --[X] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 29%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
    --[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
    -[X]Bureaucracy 4 dice +28 4+E 0R
    --[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
    --[X] Security Reviews: Agriculture DC50 0/50 1 die 94%
    [X] Plan Go For The Veins
    -[X]Infrastructure 5/5 70R
    -[X] Blue Zone Apartment Complexes (Phase 9) 2 dice 20R 100%
    -[X] Chicago Planned City (Phase 4) 1 Heavy Industry die 20R 100%
    -[X] Communal Housing Experiments 2 dice 20R 87%
    -[X] Green Architecture Risk Assessment and Testing 1 die 10R 67%
    -[X]Heavy Industry 4/4 35R
    -[X] Advanced Alloys Development 1 die 15R 90%
    -[X] Personal Electric Vehicle Plants 2 dice 20R 0%
    -[X] Chicago Planned City 1 die
    -[X]Light and Chemical Industry 4/4 50R
    -[X] Carbon Nanotube Foundry Expansions 1 die 20R 0%
    -[X] Isolinear Peripherals Development 3 dice 30R 99%
    -[X]Agriculture 4/4 55R
    -[X] Vertical Farming Projects (Stage 2) 3 dice 45R 95%
    -[X] Wadmalaw Kudzu Plantations (Phase 3) 1 die 10R 0%
    -[X]Tiberium 7/7 280R
    -[X] Tiberium Vein Mines (Stage 2) 7 dice + 7 free dice 280R 100%
    -[X]Orbital 6/6 120R
    -[X] Station Bay 2 dice 40R 79%
    -[X] Orbital Cleanup (Stage 11) 1 die + 1 Erewhon die 20R 99%
    -[X] Leopard II Factory 3 dice 60R 57%
    -[X]Services 5/5 65R
    -[X] Gene Clinics 2 dice 20R 91%
    -[X] Regional Hospital Expansions (Phase 1) 1 die 25R 56%
    -[X] Specialist Isolinear Programming Development 2 dice 20R 95%
    -[X]Military 8/8 115R
    -[X] Ferro Aluminum Armor Refits 1 die 5R 0%
    -[X] Railgun Munitions Factories (Phase 1) 2 dice 20R 29%
    -[X] Ground Forces Zone Armor (Set 1) (Updated)
    --[X] New Sevastopol 3 dice 60R 94%
    -[X] GD-3 Rifle Development 1 die 10R 100%
    -[X] Buckler Shield Development (Tech) 1 die 20R 47%
    -[X]Bureaucracy 4/4
    -[X] Recruitment Drives 4 dice
    -[X]Free Dice 7/7
    -[X] 7 in Tiberium
    -[X]Resources Income 710/710 Reserve 80/145 Bank 100
    [X] Plan Yeeted Into The Red Zones
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
    --[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
    --[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
    --[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
    --[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
    -[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
    --[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
    -[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
    --[X] Security Review
    -[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 350 R)
    --[X] Tiberium Vein Mines (Stage 2+3) (5/385) (4 dice * 20R = 80R) (43%)
    --[X] Red Zone Border Offensives (Stage 2+3) (101/500) (6 dice * 25R = 125R) (98%)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (2 dice * 10R = 20R) (58%)
    --[X] Leopard II Factory (152/400) (1+E dice * 20 R = 40R) (2/3.5 median) (4%)
    --[X] 1 dice locked for Orbital AEVA
    -[X] Services (5/5 Dice, +31 bonus, 80 R)
    --[X] Specialist Isolinear Programming Development (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Gene Clinics (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Advanced Electronic Video Assistant Deployment
    ---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
    -[X] Military (8/8 dice, +30 bonus, 140 R)
    --[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) 0/360 (5 dice * 20R = 100R) (84%)
    --[X] Infantry Recon Drone Development 0/40 (1 dice * 10R = 10R) (99%)
    --[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives (3D)
    --[X] Security Review (1 dice)
    ---[X] Agriculture
    [X] Plan First Quarter Blues Mk III (Orbital AEVA Remix, Final Rev)
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
    --[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
    --[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
    --[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
    --[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
    -[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
    --[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
    -[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
    --[X] Security Review
    -[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 345 R)
    --[X] Tiberium Vein Mines (Stage 2+3) (5/385) (5 dice * 20R = 100R) (88%)
    --[X] Red Zone Border Offensives (Stage 2+3) (101/500) (5 dice * 25R = 125R) (81%)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (1+E dice * 10R = 20R) (58%)
    --[X] Leopard II Factory (152/400) (2 dice * 20 R = 40R) (2/3.5 median) (4%)
    --[X] 1 dice locked for Orbital AEVA
    -[X] Services (5/5 Dice, +31 bonus, 80 R)
    --[X] Specialist Isolinear Programming Development (0/120) (2 dice * 10R = 20R) (95%)
    --[X] Advanced Electronic Video Assistant Deployment
    ---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
    -[X] Military (8/8 dice, +30 bonus, 105 R)
    --[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3) (2 dice * 20R = 40R) (47%)
    --[X] Ferro Aluminum Armor Refits (0/350) (3 dice * 5R = 15R) (3%)
    --[X] Buckler Shield Development (0/100) (1 dice * 20R = 20R) (51%)
    --[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives (3D)
    --[X] Security Review (1 dice)
    ---[X] Agriculture
    [X] Plan The Green Line v1.1:
    -[X] Infrastructure (5/5 dice +36 bonus) 50 Resources:
    --[X] Blue Zone Apartment Complexes (Phase 9+10) 82/160/320 10 RpD, 2 Die = 20 R 100%/13% ADC 1/76
    --[X] Communal Housing Experiments 0/150 10 RpD, 2 Die = 20 R 87% ADC 32
    --[X] Green Architecture Risk Assessment and Testing 0/90 10 RpD, 1 Die = 10 R 67% DC 39
    -[X] Heavy Industry (4/4 dice +33 bonus) 55 Resources:
    --[X] Advanced Alloys Development (Tech) 56/120 15 Resources per Die, 1 Die = 15 R 90% DC 16
    --[X] Personal Electric Vehicle Plants 0/300 10 Resources per Die, 2 Die = 20 R 0% ADC N/A
    --[X] Chicago Planned City (Phase 4) 529/550 20 RpD, 1 Die = 20 R 100% DC 1
    -[X] Light and Chemical Industry (2/4 dice +28 bonus) 20 Resources:
    --[X] Isolinear Peripherals Development 0/160 10 RpD, 2 Die = 20 R 70% ADC 45
    -[X] Agriculture (4/4 dice +28 bonus) 40 Resources:
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 10 RpD, 4 Dice = 40 R 14% ADC 67
    -[X] Tiberium (7/7 dice + 7 Free Dice + Erewhon Die +38 bonus) 410 Resources:
    --[X] Intensification of Green Zone Harvesting (Stage 7) 78/100 15 RpD, Erewhon Die = 15 R 94% DC 7
    --[X] Red Zone Border Offensives (Stage 2+3) 101/250/500 25 RpD, 5 Dice = 125 R 100%/81% ADC 1/19
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/250/500/750 30 RpD , 9 Dice = 270 R 100%/99%/76% ADC 1/16/46
    -[X] Orbital (6/6 dice +30 bonus) 100 Resources:
    --[X] Station Bay 248/400 20 RpD, 2 Die = 40 R 79% ADC 34
    --[X] Leopard II Factory 152/400 20 RpD, 3 Dice = 60 R 57% ADC 48
    --[X] Orbital AEVA Deployment 1 Die Locked
    -[X] Services (5/5 dice +31 bonus) 80 Resources:
    --[X] Advanced Electronic Video Assistant Deployment Orbital 0/200 20 RpD, 3 Dice = 60 R 88% ADC = 31
    --[X] Gene Clinics (New) 0/120 10 RpD, 1 Die = 10 R 23% DC 74
    --[X] Specialist Isolinear Programming Development 0/120 10 RpD, 1 Die = 10 R 32% DC 69
    -[X] Military (8/8 dice +30 bonus) 100 Resources:
    --[X] Ferro Aluminum Armor Refits 0/350 5 RpD, 2 Die = 10 R 0% ADC N/A
    --[X] Railgun Munitions Factories (Phase 1) (Very High Priority) 0/200 10 RpD, 3 Dice = 30 R 87% ADC 32
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority) Tokyo 0/180 20 RpD, 2 Die = 40 R 47% ADC 53
    --[X] Modular Rapid Assembly System Prototypes (Tech) (High Priority) 0/125 20 RpD, 1 Die = 20 R 26% DC 80
    -[X] Bureaucracy (4/4 dice +28 bonus)
    --[X] Recruitment Drives (New) 4 Dice 100%/100%/100%/99.96%/99.73/98.97% ADC 1/1/4/9/14/19
    -[X] Edit: Total Cost: 50+55+20+40+410+100+80+100 = 855/955
    [X] Plan Tiberium, Development and Activation
    -[X] Blue Zone Apartment Complexes (Phase 9+10) 82/320 2 dice 20R 13%
    -[X] Communal Housing Experiments 0/150 2 die 20R 87%
    -[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    -[X] Advanced Alloys Development 56/120 1 die 15R 90%
    -[X] Personal Electric Vehicle Plants 0/300 2 die 20R
    -[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%
    -[X] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 1 die 30R 0%
    -[X] Civilian Ultralight Factories 0/190 1 die 15R 0%
    -[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X] Security Review 1 Agri die
    -[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
    -[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
    -[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2+3) 0/765 7 dice 210R 7%
    -[X] Station Bay 248/400 2 dice 40R 79%
    -[X] Orbital Cleanup (Stage 11) 32/85 1 die 10R 93%
    -[X] Leopard II Factory 152/400 3 dice 60R 57%
    -[X] Advanced Electronic Video Assistant Deployment 0/200 2 dice +1 service 40R 31%
    -[X] Gene Clinics (New) 0/120 1 die 10R 23%
    -[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X] Stealth Disruptor Development 0/40 1 die 15R 100%
    -[X] Ferro Aluminum Armor Refits 0/350 3 dice 15R 3%
    -[X] Ground Forces Zone Armor (Pyongyang) 0/180 2 dice 40R 47%
    -[X] GD-3 Rifle Development 0/30 1 die 10R 100%
    -[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 26%
    -[X] Security Review (Agriculture) 1 dice + 1 Agri 94%
    -[X] Recruit 3 dice+ Erewhon 96%
    [X] Plan tech development and prep for future plans
    -[X] Blue Zone Apartment Complexes (Phase 9) 82/160 1 die 10R 74%
    -[X] Green Architecture Risk Assessment and Testing 0/90 2 dice 20R 99%
    -[X] Postwar Housing Refits (Phase 1) (New) 0/200 2 dice 20R 39%
    -[X] Advanced Alloys Development 56/120 1 die 15R 90%
    -[X] Personal Electric Vehicle Plants 0/300 1 die 10R 0%
    -[X] Microfusion Cell Development 0/60 1 die 20R 94%
    -[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%
    -[X] Bergen Superconductor Foundry (Phase 4) (Updated) 65/760 1 die 30R 0%
    -[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X] Security Review 1 Agri die
    -[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
    -[X] Red Zone Border Offensives (Stage 2+3+4) 101/750 7 dice 175R 43%
    -[X] Deep Red Zone Tiberium Glacier Mining (Stage 1+2) (New) 0/500 6 dice 180R 74%
    -[X] Improved Hewlett Gardener Process Development 0/160 1 dice 20R 0%
    -[X] Station Bay 248/400 2 dice 40R 79%
    -[X] Orbital Cleanup (Stage 11+12) 32/170 1 die 10R 8%
    -[X] Leopard II Factory 152/400 3 dice 60R 57%
    -[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
    -[X] Gene Clinics (New) 0/120 dice 20R 88%
    -[X] Specialist Isolinear Programming Development 0/120 2 dice 20R 95%
    -[X] Stealth Disruptor Development 0/40 1 die 15R 100%
    -[X] Ferro Aluminum Armor Refits 0/350 2 dice 10R 0%
    -[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    -[X] Ground Forces Zone Armor (Pyongyang) 0/180 2 dice 40R 47%
    -[X] GD-3 Rifle Development 0/30 1 die 10R 100%
    -[X] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 26%
    -[X] Security Review (Agriculture) 1 dice + 1 Agri 94%
    -[X] Recruit 3 dice+ Erewhon 96%
    [X] Plan Rush K(arachi)
    -[X]Infrastructure 5 dice +36 2/5 20R
    --[X] Communal Housing Experiments 0/150 2 dice 20R 87%
    -[X]Heavy Industry 4 dice +33 4/4 65R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Chicago Planned City (Phase 4) 529/550 1 die 20R 100%
    --[X] Low Velocity Particle Applicator Development 1 die 20 R
    --[X] Personal Electric Vehicle Plants 1 die 10 R
    -[X]Light and Chemical Industry 4 dice +28 4/4 50R
    --[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    -[X]Agriculture 4 dice +28 4/4 30R
    --[X] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R
    --[X] 1 die for security review
    -[X]Tiberium 7 dice +38 14/7 355R
    --[X] Red Zone Border Offensives (Stage 2+3+4+5) 101/1000 7 Tiberium dice + 1 Free Dice 200R
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1 + 2) 0/255 4 Free dice 120R
    --[X] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 2 Free dice 30R 96%
    -[X]Orbital 6 dice +30 5/6 100R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Leopard II Factory 152/400 3 dice 60R 57%
    -[X]Services 5 dice +31 4/5 70R
    --[X] Advanced Electronic Video Assistant Deployment 0/200 3 dice 60R 88%
    --[X] Specialist Isolinear Programming Development 0/120 1 die 10R 32%
    -[X]Military 8 dice +30 8/8 150R
    --[X] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
    --[X] Island Class Assault Ship Deployment (New) 0/180 2 dice 50R 47%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) (Updated) 0/360 4 dice 80R 35%
    --[X] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 71%
    -[X]Bureaucracy 4 dice +28 4+E 0R
    --[X] Recruitment Drives max DC 200: 3 dice + Erewhon 96%
    --[X] Security Reviews: Agriculture DC50 0/50 1 die 94%
    [X] Plan Spread Progress, Slower Income
    -[X] Infrastructure (5/5 dice +36 bonus) 50 Resources:
    --[X] Blue Zone Apartment Complexes (Phase 9) 82/160 (2 dice, 20R) (100% chance)
    --[X] Communal Housing Experiments 0/150 (2 dice, 20R) (87% chance)
    --[X] Green Architecture Risk Assessment 0/90 (1 die, 10R) (67% chance)
    -[X] Heavy Industry (4/4 dice, +2 Free Dice, +33 bonus) 85 Resources
    --[X] Advanced Alloys Development 56/120 (1 die, 15 R) (90% chance)
    --[X] Improved Continuous Cycle Fusion Development 0/120 (1 die, 20R) (81% chance)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die +2 Free Dice, 30R) (17% chance)
    --[X] Chicago Planned City (Phase 4) 529/550 (1 die, 20R) (100% chance)
    -[X] Light and Chemical Industry (4/4 dice, +28 bonus) 70 Resources
    --[X] Bergen Superconductor Foundry (Phase 4) 65/760 (1 die, 30R)
    --[X] Carbon Nanotube Foundry Expansions 0/300 (1 die, 20R)
    --[X] Isolinear Peripherals Development 0/160 (1 dice, 20R)
    -[X] Agriculture (4/4 dice, +24 bonus) 30 Resources
    --[X] Wadmalaw Kudzu Plantations 56/450 (3 dice, 30R)
    --[X] Security Review (1 die)
    -[X] Tiberium (7/7 dice, +38 bonus) 180 Resources
    --[X] Tiberium Vein Mines (Stage 2) 5/195 (2 dice, 40R) (38% chance)
    --[X] Red Zone Border Offensives (Stage 2) 101/250 (2 dice, 50R) (74% chance)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) 0/250 (3 dice, 90R) (21% chance)
    -[X] Orbital (6/6 dice +1 Free Die, +30 bonus) 110 Resources
    --[X] GDSS Enterprise Bay (Station) 248/400 (2 dice, 40R) (79% chance)
    --[X] Orbital Cleanup (Stage 11) 32/85 (1 die, 10R) (93% chance)
    --[X] Leopard II Factory 152/400 (2 dice +1 Free Die, 60R) (45% chance)
    --[X] Advanced Electronic Video Assistant Development (1 die)
    -[X] Services (5/5 dice, +2 Free Dice, +31 bonus) 140 Resources
    --[X] Advanced Electronic Video Assistant Deployment: Orbital 0/200 (1 die +2 Free Dice, 60R) (80% chance)
    --[X] Regional Hospital Expansions (Phase 1) 213/300 (2 dice, 50R) (97% chance)
    --[X] Kamisuwa Optical Laboratories 0/250 (1 die, 20R)
    --[X] Specialist Isolinear Programming Development 0/120 (1 die, 10R) (12% chance)
    -[X] Military (8/8 dice, +2 Free dice, +30 bonus) 140 Resources
    --[X] Advanced ECCM Development 0/40 (1 die, 20R) (91% chance)
    --[X] Stealth Disruptor Development 0/40 (1 die, 15R) (91% chance)
    --[X] Railgun Munitions Factories (Phase 1) 0/200 (1 die +2 Free Dice, 30R) (79% chance)
    --[X] Ground Forces Zone Armor (Set 1): Pyongyang 0/180 (2 dice, 40R) (33% chance)
    --[X] GD-3 Rifle Development 0\30 (1 die, 10R) (99% chance)
    --[X] Governor-A Development 0\40 (1 die, 15R) (91% chance)
    --[X] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20R) (6% chance)
    -[X] Bureaucracy (4/4 dice, +Erewhon!, +28 bonus)
    --[X] Security Reviews (1 die +Erewhon!) DC50 (97% chance)
    --[X] Recruitment Drives (3 dice) max DC 200 (75% chance)
    [X] Plan Yeeted Into The Red Zones
    -[X] Infrastructure (5/5 Dice, +36 bonus, 50 R)
    --[X] Blue Zone Apartments (Phase 9+10) 82/320 (2 dice * 10 R = 20R) (13%)
    --[X] Communal Housing Experiments (2 dice * 10 R = 20R) (87%)
    --[X] Green Architecture Risk Assessment and Testing 0/90 (1 die * 10 R = 10R) (67%)
    -[X] Heavy Industry (4/4 Dice, +33 bonus, 65 R)
    --[X] Advanced Alloys Development 56/120 (1 die * 15 R = 15R) (90%)
    --[X] Low Velocity Particle Applicator Development (Tech) 0/120 (1 die* 20R = 20R)
    --[X] Personal Electric Vehicle Plants 0/300 (1 die * 10R = 10 R) (1/4 median)
    --[X] Microfusion Cell Development 0/60 (1 die * 20R = 20R) (94%)
    -[X] Light Industry (3/4 Dice, +28 bonus, 30 R)
    --[X] Isolinear Peripherals Development (0/160) (3 dice * 10R = 30R) (99%)
    -[X] Agriculture (4/4 Dice, +28 bonus, 30 R)
    --[X] Wadmalaw Kudzu Plantations (Phase 3) (56/450) (3 dice * 10R = 30R) (1/2 median)
    --[X] Security Review
    -[X] Tiberium (7 Dice + 7 Free Dice, +43 bonus, 345 R)
    --[X] Tiberium Vein Mines (Stage 2+3) (5/385) (5 dice * 20R = 100R) (88%)
    --[X] Red Zone Border Offensives (Stage 2+3) (101/500) (5 dice * 25R = 125R) (81%)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 1) (0/250) (4 dice * 30R = 120R) (98% + possibility of completing Phase 2)
    -[X] Orbital (6/6 dice + Erewhon, +30 bonus, 100 R)
    --[X] Station Bay 248/400 (2 dice * 20 R = 40R) (79%)
    --[X] Orbital Cleanup (Stage 11+12) 32/170 (2 dice * 10R = 20R) (58%)
    --[X] Leopard II Factory (152/400) (1+E dice * 20 R = 40R) (2/3.5 median) (4%)
    --[X] 1 dice locked for Orbital AEVA
    -[X] Services (5/5 Dice, +31 bonus, 80 R)
    --[X] Specialist Isolinear Programming Development (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Gene Clinics (0/120) (1 dice * 10R = 10R) (31%)
    --[X] Advanced Electronic Video Assistant Deployment
    ---[X] Orbital (0/200) (3 dice * 20R = 60R) (88%)
    -[X] Military (8/8 dice, +30 bonus, 140 R)
    --[X] GD-3 Rifle Development (0/30) (1 die * 10R = 10R) (100%)
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3+4) 0/360 (5 dice * 20R = 100R) (84%)
    --[X] Infantry Recon Drone Development 0/40 (1 dice * 10R = 10R) (99%)
    --[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 (1 dice * 20R = 20R) (71%)
    -[X] Bureaucracy (4 Dice, +28 bonus)
    --[X] Recruitment Drives (3D)
    --[X] Security Review (1 dice)
    ---[X] Agriculture
    [X]Plan Sleepy little fortress towns
    -[X]Infrastructure 5 Infra Dice, 1 Heavy Dice 110R
    --[X] Chicago Planned City (Phase 4) 529/550 1 Infra dice, 1 Heavy Dice 40R 100%
    --[X] Green Architecture Risk Assessment and Testing 0/90 1 die 10R 67%
    --[X] Yellow Zone Fortress Towns (Phase 7) (Updated) 93/300 3 dice 60R 91%
    -[X]Heavy Industry 3 Dice 45R
    --[X] Advanced Alloys Development 56/120 1 die 15R 90%
    --[X] Microfusion Cell Development 0/60 1 die 20R 94%
    --[X] Personal Electric Vehicle Plants 0/300 1 dice 10R
    -[X]Light and Chemical industry 4 Dice, 50R
    --[X] Isolinear Peripherals Development 0/160 2 dice 20R 70%
    --[X] Civilian Ultralight Factories 0/190 2 dice 30R 34%
    -[X]Agriculture 4 dice+5 free dice 115R
    --[X] Poulticeplant Development 0/50 1 die 20R 99%
    --[X] Vertical Farming Projects (Stage 3) (Updated) 74/240 3 dice 45R 95%
    --[X] Blue Zone Aquaponics Bays (Phase 5+6+7) 5 dice 50R 54%
    -[X]Orbital 6 Orb dice 1 Erewhon Dice, 110R
    --[X] Station Bay 248/400 2 dice 40R 79%
    --[X] Orbital Cleanup (Stage 11+12) 32/170 1 Erewhon die 2 Orb dice 30R 96%
    --[X] Leopard II Factory 152/400 2 dice 40R 4%
    -[X]Services 5 Dice 65R
    --[X] Gene Clinics (New) 0/120 2 dice 20R 88%
    --[X] Specialist Isolinear Programming Development 0/120 2 dice 20R 95%
    --[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
    -[X]Military 8 military dice, 3 tib dice 200R
    --[X] Inferno Gel Development 0/40 1 die 10R 100%
    --[X] Binary Propellant Exploration 0/60 1 die 10R 91%
    --[X] Buckler Shield Development 0/100 1 die 20R 51%
    --[X] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) 0/180 3 dice 60R 94%
    --[X]Reclamator Hub Red Zone 3 South (Port Said) 0/335 2 Mil 3 Tib dice 100R 97%
    -[X]Tiberium 4 Dice+2 free dice 135R
    --[X] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
    --[X] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 34%
    --[X] Red Zone Border Offensives (Stage 2) 101/250 3 dice 75R 99%
    -[X]Bureaucracy
    --[X] Recruitment Drives (New) DC 200 0/200 4 dice 98.97%
 
I just want to point out a couple issues with "Caravanserai claiming most of Egypt within a year."

1) Caravanserai do not have the industrial base to throw equipment away aggressively pushing in RZs. Larger Nod warlords tend to dislike putting equipment through RZs, even when they have the industrial base to recover from losses.
2) GDI has RZ harvesting and glacier operations in Israel/Jordan, Suez area, and southern-ish Egypt on the Nile. Also in Eritrea.
3) Caravanserai have not claimed the YZ west of Jeddah as part of their territory.
4) Caravanserai do not seem to have the capability to glacier mine.

As a result, I would not consider it very possible that the Caravanserai to go up the Arabian Peninsula, across the Sinai, and claim most of Egypt within a year. Or from the YZ bubble west of Jeddah up into Egypt.

Better question - why would they claim Egypt? The Caravanserai's job is to safely guide Muslims around the world to/from Mecca. They have deals for traveling through GDI territory. They have deals for traveling through Nod territory. What does claiming RZ Egypt do for their job that leaving GDI to deal with it instead doesn't? Also, does it matter what they claim if they don't have the ability to keep boots on the ground to prove the claim while GDI has had two ongoing mining operations in the area for several years?
 
[X] Plan Feed Zocom, Orbital VI
[X] Plan Yeeted Into The Red Zones
[X] Plan First Quarter Blues Mk III (Orbital AEVA Remix, Final Rev)
 
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No. I make very clear that *other* red zone borders around the world lead to wasteland. While the Caravanserai territory on the arabian peninsula (and the yellow zone in east africa they're likely to take) leads to the suez canal if they push north up the coast. Which is where the red zone hub is.
And going by typical rates of Red Zone clearance, they're not gonna get that far so quickly that we have an urgent need to crash-build a MARV hub at the least convenient possible time as opposed to, say, later this year.

And Egypt and the red sea have the potential to be utterly game changing for our logistics. And yes, there's ion storms in the med due to being ringed by red zones. But what better way to counter that than by creating a port in a storm and beginning to abate 'that red zone specifically'
There is no better way. The problem is a matter of the time scales on which the project becomes relevant due to enough of the groundwork being laid, and on which starting the project becomes necessary. And also, the problem is in the mismatch between trying to start now in hopes of rush-completing the project due to the desirability of its visionary goal, and the underlying weak state of the budgetary base we'd be building on.

General-purpose infrastructure matters, and good planning makes a lot more possible in the long run. Remember that everything we can possibly hope to gain from Suez, we only have because of the successful completion of the Mecca-Medina-Jeddah complex and its associated operations, for instance. Which in turn were only possible because we had a strong budget and good fundamentals so that we could afford to slam out phase after phase of planned city without distractions or poverty forcing us to stop.

The goals that one hopes to attain by pursuing a seemingly desirable project or undertaking may not best be pursued by immediate mashing of the "START NOW" button.
 

I...I have no answer to this. How the fuck does cooking in space work.
Carefully. Mixing you can do in a sealable bag, or drinking/eating bulb. No crumbs, so various flatbreads and such. Thick, sticky sauces.

Cooking up a hot meal...something like a modified boiling vessel, with fully enclosed, interchangable 'pots', that could work for soups, stews and sauces. Standardized nozzle interface between eating bulb and pot so you can transfer between. Or a microwave oven you put your eating bulb in.

Or you just do all your cooking in the spin gravity ring and forget all this Rube Goldbergian quackery.
 
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