Just to be clear, there's a LOT of discussion and I'm starting from where I left off the thread, so... it's a lot.

Jesus Fucking Christ. Even if we weren't told the military's putting a hold on RZ ops, I'd be calling a halt to reassess how we approach things after these descriptions. A fucking battalion of ZOCOM killed due to a landslide isolating them.
Yeah, I felt the same way.

Kane, I think, likes getting multiple things done at once when possible. Theatrics for both his people and us, but also making sure his warlords understand the actual issues he wants them to handle.
Right. But the catch is, in that case he has two options.

One is to just hold his conclave, mindful the entire time that GDI is watching him give instructions, advice, and chastisement to his warlords, thus providing insight into his actual thought process. Or, at any rate, into the thought process Kane reveals to his own immediate subordinate warlord commanders.

The other is to engage in pure theater that's staged in advance (with the warlords instructed to play their parts, with the possible exception of a few designated whipping boys like Gideon), and then issue the warlords entirely different instructions either before or after the staged meeting, which have nothing to do with what he said on camera except by coincidence.

...

The former has the advantage that "GDI knows," which is an advantage if Kane sincerely wants GDI to just stop slapping his warlords around and wants GDI to know that he's actively yanking on their leashes.

The latter has the advantage that "GDI doesn't know what we're really planning," which is an advantage if Kane has any plans that involve surprising GDI.

I believe those are what I thought we've heard of as Mountain-class earlier. Either it's retconning the name to Summit-class or QM misremembered the class name?
That, or there actually legit are two closely related but not identical classes of battleship, and GDI's navy just used one name, then the other, to preserve the consistency of the naming scheme.

...though we still need to get ready to punt the Scrin into a liquid tiberium vent.
Scrin: "Don't threaten me with a good time."

Get working on Microfusion Cells, got it.
I don't think that'll help a ton. It'll hopefully reduce the physical size of the power packs on the suits, but there's still finite physical space back there, and you can't fit a missile launcher and a recon drone into the same volume.

I agree we need more throughput to keep ZOCOM in Power Armor and meet plan goals, but that's not really going to help. We need more Power Armor trainers, not suits.
Yes and no. We need more trainers cycling more people through the Ground Force training camps, BUT we also need more actual armor, because this kind of activity must go through Zone suits at an insane pace. Remember that the suits aren't tiberium-proof themselves; if tiberium hits them, there's a chance they get 'infected,' at which point part or all of the suit has to be scrapped and replaced.

The same tiberium environment that's eating harvesters in a matter of weeks or months is probably also forcing us to replace the Zone armor of effectively 100% of our deployed personnel who ever go out in the open in a deep Red Zone on a similar basis.

45 labor and +4 labor a turn. It sounds like a nice buffer, but we promised 32 of that to planned cities and zone armor factories. On top of that, the refugee crisis has ended, and we're likely to lose more to private industry since we took every option to juice the market.

I'm not sure we can finish the plan goals and still squeeze in the healthcare projects that we wanted without automation. And if some important new project or crisis needs labor we'll be in trouble.
Well, it's gonna take us at least until mid-2064 to finish Chicago and Karachi combined, so we're looking at having or gaining a total of 45+40 = 85 Labor by then. I think we'll be okay... although at some point the +Labor trickle from prosthetics will start fading out. Even so, I think we're all right.

Remember that:

1) Part of the reason we don't see more "-Capital Goods +Labor" options is because there's no point in it as long as labor is relatively plentiful.
2) The private sector is getting a lot of their workforce from people (especially Yellow Zone refugees) who have a hard time getting security clearances to work for GDI's government and state-owned enterprises.

I think we'll be okay.

The thing is, taking a die in another department where we are virtually guaranteed to be using free dice otherwise (HI and Orbital qualify, I believe) gives us the opportunity to add a free die to LCI without applying the malus. So we could still just dedicate one free die that would be on, say, Orbital, and come out ahead on that.
You are not wrong.

Although then there are the automation projects to think of; it's not all about maximizing the number of Progress points worth of total LCI projects we can do.

Dumb idea here, but maybe we should hold DAE for now, and activate it after we finish Boston and Alloys?
If you ask me, that's a fine idea if we end up taking the specialist who boosts the DAE.

If we don't take him, I'm still against doing the DAE, simply because it'll cost us Heavy Industry dice we can ill afford to spare.

One of my big take-aways from this turn is that glaciers can and will pull tib from nearby fields to regenerate itself. That's a whole thing, isn't it? If there are similar effects with regular tib fields as well, the tib growth enhancers might actually be a viable abatement option; tricking tib into growing towards our mining gear instead of spreading elsewhere.
I'm pretty sure that won't work. Tiberium grows anywhere; Red Zone tiberium also exhibits the tendency to migrate towards a depleted field.

I'm pretty sure the growth enhancers don't accelerate the rate at which nearby tiberium pulls material from elsewhere. I think they just accelerate the rate at which the nearby tiberium grows, which would if anything give it less need to pull material from elsewhere in an attempt to replenish itself.

I disagree on saying the improved DAE would be only on par with the V1 Fusion Plants. While they would have the same average Energy per die efficiency (4 EpD), the Energy per R efficiency of the improved DAE would be twice that of the V1 Fusion plants (0.4 EpR for Improved DAE and 0.2 EpR for V1 Fusion). Now, will they be more die effective then V2 Fusion, probably not. But it will almost certainly be more effective per R, and won't cost any exotic resources, which may or may not be the case for V2 Fusion.

While the Plan as it is doesn't require much additional Energy given our current surplus, that is assuming we don't produce any non plan energy consumers, which is a poor assumption at best. We will need more Energy, and improved DAE gives us a ready source of issue free Energy at a solid efficiency. And as has been mentioned we will need to execute the off-lining of the current V1 Fusion and refitting it for V2, and that is probably going to be the main source thrust of Fusion in the future, keeping the old Fusion plants from collapsing our economy around us.
Suffice to say that I am strongly in favor of us getting both the "better DAE" option guy and the improved fusion project option as soon as possible, so that we can make a precise and rational comparison and decide which is best for our purposes.

That would be amazing.

Going from 4 dice to 6... we could do stuff much faster even with orbital getting the free dice.

Yay 50% increase in productivity!
Yeah. North Boston looks a lot more achievable then, and we have a much better chance of fitting at least Phase 4 of Nuuk in during the current Plan.

Which is important, because frankly Nuuk Phase 4 is the more efficient source of Capital Goods; it's just that we're doing North Boston for the capstone and flavor and because Erewhon asked nicely.

I've already discussed this with Lightwhispers, but I feel the situation is even worse than he describes: Our most expensive projects are still coming. Ithillid spitballed about a year from the completion of the initial experimental portals project before we saw a followup, which would tentatively set its next appearance at Q3. But not just that, the next AI project is coming. The next Isolinear project is coming. Structural Alloys are coming. And ignorant of the minutae of all of that, other government agencies are looking at our windfall with envy and may also be coming with requests that we share.

Our income number may have recovered from the start of plan in record time, sure, but our balance sheet is approaching a much more precarious situation than this good start would imply.
You have to remember not to compare our current income (1050 RpT for 'Q2) with our indefinite future expenses. We have every reason to expect our income to be 1150 or 1200 RpT by the end of 2062, and while InOps is taking a -60 RpT slice of that, we're going to keep climbing from there. We still have a promise to do a huge amount of additional tiberium mining of all kinds just to hit our budget targets for the plan, remember!

So yes, there may be times when we have to sigh and not do something attractive and expensive at a particular time because we just don't have the money right then. But we'll get things done, and it'll be okay.

I agree. Now is not the time to touch the brakes with regards to funding. I figure 14 dice in Tib for one more turn would give us a far healthier budget
Honestly, I'm going to be preferring plans (remember, I'm not posting one of my own during the actual vote) that put most if not all our Free dice elsewhere.

1050 RpT is a healthy budget even with 59 dice or so, and it's going to get stronger from there. I want us to make sure we hit our Orbital targets and other goals. Though to be fair, if we're getting more Orbital and Heavy Industry dice anyway, it reduces my desire to spend Free dice in those areas to hurry things along, making the idea of spending some on Tiberium more attractive by comparison.

Vein mines should be repeatable functionally infinitely. Maybe they'll eventually start costing logistics or something as we have to ship more and more Tiberium from previously empty Blue Zone to processing plants, but we have basically infinite amounts of empty land with Tiberium under it.
I'd expect to just keep having Capital Goods costs. The vein mines are operating well within our existing supply networks, instead of forcing us to ship goods from distant front lines where all the infrastructure was already destroyed by tiberium or blown up by retreating Nod troops. And we're supplying the operations in our backyard, not shipping the equipment out into Red Zones where you have to move everything with hovertrucks and VTOLs and where the average life expectancy of a whole-ass umpty-ton harvester vehicle is measured in weeks and thus a constant flow of replacement equipment is required.

Aren't we struggling with Energy at the moment though? Especially when our power plants are going to start failing soon?
Aaand that's why I'm a huge fan of doing Improved Fusion in 2062Q2, whether we get extra Heavy Industry dice or not!

We've got a great big bonus, actually.
We have a big surplus, but it needs to last at least 2-3 turns if we want to get fusion on line, so eating a big slice of the surplus immediately is problematic. Also...

We've also got the ability to roll out the RZ energy refits for +10 energy x 3 basically any time we want them.
Yeah, but those ion power refits take 350 Progress (about four Tib dice) per phase, which in turn conflicts with other Tiberium stuff we want to do, including the vein mines and the Blue Zone inhibitors themselves.

We literally got told by ZOCOM to not do any more Red Zone expansions for a bit, so if people want money money money, it's gonna have to be Green Zone ops and Vein Mines.
You are absolutely right.

I will note that this time, I think ZOCOM might actually be okay with us doing more phases of Red Zone Containment Lines if we wanted to, because those are definitionally not deep Red Zone projects.

But that's an "if we want to, mostly for the Red Zone abatement" option, not really an income option, for which vein mines are better anyway.

Also, re: "it'll cost energy", it's a nice thing there's an option for someone who's a big advocate for a Department that provides a steady flow of Energy, isn't it?
In the short term, that guy is probably more effective building fusion plants than he is working as the DAE... But within about three years, yeah, we turn him into DAE.

I view him as a guy who gives us +1 Heavy Industry dice for, oh, 8-12 turns, then metamorphoses into a beautiful butterfly +4 Energy per turn trickle.

Oh that's cool then. I'm hoping to do several this Plan if the fusion power situation works out for us.
 
In the short term, that guy is probably more effective building fusion plants than he is working as the DAE... But within about three years, yeah, we turn him into DAE.

I can see his extra die as the one for developing and then implementing the fusion power refits before butterflying to renewables

I will note that this time, I think ZOCOM might actually be okay with us doing more phases of Red Zone Containment Lines if we wanted to, because those are definitionally not deep Red Zone projects.
Hell compared to deep glaciers, normal glaciers are probably fine, practically a training exercise compared to deep red.

There are also Marv bases, which we can than install inhibiters in to get even more red zone abating going. Thats probably something that can involve the new barely trained Ground forces in zone armor to some degree.
 
While there are many very exciting options I'm not sure I can condone a plan that doesn't double down on orbital on account of the rather considerable burden we've taken on in that area.

[X] Plan More space for plants
-[X] Dr. Dinesh Bora (+2 Agriculture Dice, +5 to Genetically Engineered Plants)
-[X] Michael O'Brian (+1 Orbital Die, +2 to Orbital)
-[X] Dr. Taylor Bernard (+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)
-[X] Adrian Castro (+1 Orbital Die, +5 to spacecraft design and deployment projects)

[X] Plan Power Plants
-[X] Tabitha Henessey (+1 Orbital Die) (Must complete Gravitic bay by end of plan)
-[X] Dr. Dinesh Bora (+2 Agriculture Dice, +5 to Genetically Engineered Plants)
-[X] Michael O'Brian (+1 Orbital Die, +2 to Orbital)
-[X] Dr. Taylor Bernard (+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)
 
I can see his extra die as the one for developing and then implementing the fusion power refits before butterflying to renewables
Well, I don't usually think past "it's a Heavy Industry" die, because dice are fungible.

Hell compared to deep glaciers, normal glaciers are probably fine, practically a training exercise compared to deep red.

There are also Marv bases, which we can than install inhibiters in to get even more red zone abating going. Thats probably something that can involve the new barely trained Ground forces in zone armor to some degree.
MARV bases and conventional glacier mines might be pushing it, because they do consume some of the same resources as the Deep Red facilities; remember that the "depth" of the Red Zones is very much a sliding scale. The only explicitly "shallow red" sites we have are the Lines, so I'd rather stick to those and the vein mines for the near future.

We may actually have some supporting projects for "make more Red Zone equipment in general" that need to get done before we push the border offensives in Australia, for that matter. And I'm definitely seeing how the sheer scale of the material offensive involved could require more dedicated rail construction, which we will now have time to do.
 
Hm. So, by far the frontrunner, with less than 30 minutes on the clock as I type this, is

[] Plan A Decent Spread/Mad Science Squad
-[] Tabitha Henessey (+1 Orbital Die) (Must complete Gravitic bay by end of plan)
-[] Dr. Dinesh Bora (+2 Agriculture Dice, +5 to Genetically Engineered Plants)
-[] Dr. Taylor Bernard (+1 Heavy Industry Die, +1 energy from DAE) (Must take Department of Alternative Energy before end of plan)
-[] Dr. Rima Alcard (+1 Light Industry Die, -5 to Light Industry) (unlocks automation/robotics projects)

Not necessarily what I'd have picked thinking about it, but respectable. Adjusting my plan draft...



Budget: 1050 R

1040/1050 R
7/7 Free dice

[] 2062Q2 Draft Plan Attempting to Have Frigates For Karachi, Mk III

-[] Infrastructure (5/5 Dice, +36 bonus, 90 R)
--[] Blue Zone Apartments (Phase 10) 87/160 (1 die, 10 R) (79% chance)
--[] Suborbital Shuttle Service (Phase 2) 22/250 (2 dice, 50 R) (18% chance)
--[] Urban Metros (Phase 4) 0/150 (2 dice, 30 R) (81% chance)

-[] Heavy Industry (5 Dice + 1 Free die + EREWHON!!!, +33 bonus, 140 R)
--[] Improved Continuous Cycle Fusion Development 0/120 (1+E dice, 40 R) (79% chance)
--[] Low Velocity Particle Applicator Development 0/120 (1 die, 20 R) (34% chance)
--[] Personal Electric Vehicle Plants 0/300 (2 dice, 20 R) (45% chance)
--[] Advanced Alloy Deployment Program 0/??? (2 dice, 80 R) (???)
---[] Trying to budget 40 R/die here, just to be safe

-[] Light Industry (5/5 Dice, +23 bonus, 100 R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 (2 dice, 40 R) (2/16.5 median)
--[] Carbon Nanotube Foundry Expansions 0/300 (3 dice, 60 R) (11% chance)
---[] I'll want Rima's projects, but I expect them to be pricey in Capital Goods, so laying foundations there appeals.
---[] But I won't complain if Rima's projects turn out to be juicy and people pursue them
---[] As long as they don't leave us facing a Capital Goods crash

-[] Agriculture (6/6 Dice, +28 bonus, 65 R)
--[] Vertical Farming Projects (Stage 3) 74/240 (3 dice, 45 R) (95% chance)
--[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 (2 dice, 20 R) (80% chance) (86% with Bora Bonus)
--[] Agriculture Security Review
---[] I still want to clear these particular projects; Vertical Farming is good because it's +Food and +yummies.

-[] Tiberium (7 Dice + 2 Free dice, +39 bonus, 180 R)
--[] Tiberium Vein Mines (Stage 2+3+4+5) 5/750 (7 dice, 140 R) (Stage 3, 82% Stage 4, 8% Stage 5)
--[] Improved Hewlett Gardener Process Development 0/160 (2 dice, 40 R) (83% chance)
---[] We're gonna need the STUs, much as we'll need the Energy for improved fusion

-[] Orbital (7 + 2 Free dice, +33 bonus, 170 R)
--[] Orbital Cleanup (Stage 11+12) 32/170 (1 die, 10 R) (96% Stage 11, 11% Stage 12)
--[] GDSS Columbia (Phase 1+2+3) 0/475 (8 dice, 160 R) (Phase 3, 8/11.5 median on Phase 4)

-[] Services (5/5 Dice, +31 bonus, 105 R)
--[] Gene Clinics 94/120 (1 die, 10 R) (100% chance)
--[] Regional Hospital Expansions (Phase 1) 213/300 (1 die, 25 R) (56% chance)
--[] Kamisuwa Optical Laboratories 0/250 (1 die, 20 R) (1/3 median)
--[] Ocular Implant Deployment 0/200 (2 dice, 50 R) (31% chance)

-[] Military (8 + 2 Free dice, +30 bonus, 170 R)
--[] Railgun Munitions Factories (Phase 1) 142/200 (1 die, 10 R) (88% chance)
--[] Ground Forces Zone Armor (Set 1) (Phase 3+4+5) 147/540 (3 dice, 60 R) (80% Phase 4, 18% Phase 5)
--[] Shark Class Frigate Shipyards (Seattle) 0/300 (4 dice, 80 R) (73% chance)
--[] Modular Rapid Assembly System Prototypes 56/125 (1 die, 20 R) (82% chance)
--[] Military Security Review (1 die)

-[] Bureaucracy (4 Dice, +28 bonus)
--[] Focus Reallocation: Services to Heavy Industry (1 die)
--[] Agriculture Security Review (1 die)
--[] Military Security Review (2 dice)
---[] It's the military. One die will probably succeed, but I don't want to mess around.

(EDIT DISCLAIMER: I am not going to actually run this plan during the vote. People are encouraged to tweak this, modify it, or just yoink it and present it as their own if they are so inclined)
 
Budget: 1050 R

1040/1050 R
I assumed 990 to use since there are some departments that we are still funding unless those were already accounted for? But yeah I was looking at it and even at 990 we can run full dice.

985/990
[] Plan Columbia, Gravitics and Prep
Infra 5/5 90R +36
-[] Blue Zone Apartment Complexes (Phase 10) 87/160 1 die 10R 79%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 18%
-[] Urban Metros (Phase 4) 0/150 2 dice 30R 81%
HI 5/5 80R +33
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 34%
-[] Personal Electric Vehicle Plants 112/300 2 dice 20R 45%,
-[] Microfusion Cell Development 0/60 1 die 20R 94%
LCI 5/5 120R +23
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 1 die+ Erewhon 40R 0%
-[] Carbon Nanotube Foundry Expansions 0/300 4 dice 80R 56%
Agri 6/6 65R +28
-[] Security Review 1 Agri die
-[] Vertical Farming Projects (Stage 3) (Updated) 74/240 3 die 45R 95%
-[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 2 dice 20R 86%
Tiberium 7/7 160R +38
-[] Tiberium Vein Mines (Stage 2+3+4) 5/570 5 dice 100R 5% (88% for Stage 3)
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 83%
Orbital 7/7+5 free 240R +33
-[] Gravitic Shipyard 0/450 5 dice 100R 55%
-[] GDSS Columbia (Phase 1+2+3) 0/475 7 dice 140R 98%
Services 5/5 70R +31
-[] Advanced Electronic Video Assistant Deployment (Service) 0/200 3 dice +1 service 60R 88%
-[] Gene Clinics 94/120 1 die 10R 100%
Military 8/8 +2 Free 160R +30
-[] Security Review 1 Mil die
-[] Railgun Munitions Factories (Phase 1) 142/200 1 die 10R 88%
-[] Ground Forces Zone Armor (Set 1) (Phase 3+4) 147/360 3 dice 60R 80%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 20%
-[] Modular Rapid Assembly System Prototypes 51/125 1 die 20R 77%
Bureau 4/4 +28 0R
-[] Security Review (Agriculture) 1 die + 1 Agri 94%
-[] Security Review (Mil) 2 die + 1 Mil 99%
-[] Focus Reallocation (Tib, Orb, HI most likely) 1 die

Free 7/7
5 Space, 2 Mil


Plan Goals
Provide 112 Consumer Goods points from the Treasury (8 45%, 4 95%)
Provide 40 Consumer Goods from Agriculture (4 95%)
Increase Income by 860 (2 vein mines, 3rd at 5%)
Increase Tiberium Processing limit by 920
Increase population in space by 20k (.75k 98%)
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn

Projects
Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA (88% to finish)
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065 (45% to finish)
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen (2 dice on Reykjavik)
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 8 Ground Forces Zone Armor factories (80% for 2 factories)
Complete all of the following projects:
Advanced ECCM Development, Stealth Disruptor Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Modular Rapid Assembly System Prototypes, Buckler Shield Development, and Unmanned Support Ground Vehicle Development (77% for Modular Rapid Assembly System)
Complete 2 phases of Reforestation Preparation

Promises to Litvinov
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan (83% to do Dev)
 
Vote closed
Scheduled vote count started by Ithillid on Sep 29, 2022 at 12:27 PM, finished with 179 posts and 87 votes.


I am quite surprised at the direction it has gone.
I was expecting at least a few more space recruits to help you deal with that 20k demand.
you need to be putting more than a thousand people in space every quarter.
 
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Okay, time to update draft plans to account for +2 Agri, +1 LCI, +1 HI, +1 Orbital. ... If nothing else, this frees up 3 Free Dice in my plans.

Edit: My two draft plans are now budgeting 1020-1050R. But the 1050R version has a 3% chance to one turn Chicago Phase 5, so there's that?
 
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I assumed 990 to use since there are some departments that we are still funding unless those were already accounted for? But yeah I was looking at it and even at 990 we can run full dice.
I was going off that "1050" number in the results post. Do you think I'm wrong? Or does that not apply here?

I am quite surprised at the direction it has gone.
I was expecting at least a few more space recruits to help you deal with that 20k demand.
you need to be putting more than a thousand people in space every quarter.
I think it's because we already sort of resigned ourselves to having to spend a shitload of Free dice in Orbital anyway, and now it's a smaller shitload, so win!

Though who knows, we may see some plans that flip the fifth Service die to an eighth Orbital die, if you'll let us do that. I wouldn't oppose such a plan now that we have five Heavy Industry dice anyway, which is kind of my "this is enough" line.
 
I was going off that "1050" number in the results post. Do you think I'm wrong? Or does that not apply here?
Resources: 1050 + 100 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)
I assumed the -60 was not factored into the 1050, if it already is so 1050 is our net income then that gives us more wiggle room.

Though who knows, we may see some plans that flip the fifth Service die to an eighth Orbital die, if you'll let us do that. I wouldn't oppose such a plan now that we have five Heavy Industry dice anyway, which is kind of my "this is enough" line.
We should not be able to do that, we have 3 focus die that can be reallocated once per plan, currently they are in tib, orbital and service. So we would keep the ones in tib and orbital and move service to HI since each category can only have one focus die.
Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
 
Resources: 1050 + 100 in‌ ‌reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (100 in Reserve for Banking)
I assumed the -60 was not factored into the 1050, if it already is so 1050 is our net income then that gives us more wiggle room.
Yeah. Well, I budget 1040, but 40 of that is for a notional 40 R/die Advanced Alloys project, so worst case we can just flinch and spend those two specific dice on North Boston Phase 5 and bam, we're down to 990 R right there. :p

We should not be able to do that, we have 3 focus die that can be reallocated once per plan, currently they are in tib, orbital and service. So we would keep the ones in tib and orbital and move service to HI since each category can only have one focus die.
Pick three of the below sectors to add one die per sector to. (-1 die to Tiberium, -1 die to Orbital, and -1 die to Services)
Ah. Well, in that case, I'd still sigh and throw it to Heavy Industry, because six dice in Heavy Industry would be pretty sweet for our chances of making really good progress on stuff this Plan.
 
I am quite surprised at the direction it has gone.
I was expecting at least a few more space recruits to help you deal with that 20k demand.
you need to be putting more than a thousand people in space every quarter.
I think it's because we already sort of resigned ourselves to having to spend a shitload of Free dice in Orbital anyway, and now it's a smaller shitload, so win!
Pretty much what Simon said.
We will have seven orbital dice with the new recruit, and I fully expect multiple turns of full investment of free dice and Erewhon into it as well, so up to 15 dice into orbital.
 
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I honestly voted for the 2 Orbital, 1 HI, 1 Agri options. But I guess more people wanted to see if they could welcome our new machine overlords sooner. ;)

(Personally, I feel like Nuuk capstone might've unlocked the automation/robotics stuff, and getting this person just unlocked them now until they leave or we get Nuuk done.)

Ah. Well, in that case, I'd still sigh and throw it to Heavy Industry, because six dice in Heavy Industry would be pretty sweet for our chances of making really good progress on stuff this Plan.
6 HI dice means 2 turns to get a 35% chance of completing Nuuk Phase 4, and certainly completing it barring really bad rolls in 3 turns. Also means ~5 turns to complete North Boston.

--

Draft Plans

Note: Adv Alloys is not in these plans because we have no info on their costs in thread, so I'm not bothering with trying to include them at this time.

Total R: 1020/1050
Total Free D: 7/7+E

[] Foot off the Mining Pedal Q2 2062, BZ Apartments
-[] Infrastructure (5/5+2, 130R)
--[] Blue Zone Apartments (Phase 10) 87/160 (1D, 10R) (79%)
--[] Chicago Planned City (Phase 5) (6D, 120R) (7/13)
-[] Heavy Industry (5/5+E, 100R)
--[] Improved Continuous Cycle Fusion Development 0/120 (1D+E, 40R) (75%)
--[] Personal Electric Vehicle Plants 112/300 (2D, 20R) (45%)
--[] Chicago Planned City (1D, 20R)
--[] Microfusion Cell Development 0/60 (1D, 20R) (94%)
-[] Light and Chemical Industry (5/5, 100R)
--[] Reykjavik Myomer Macrospinner 50/1280 (5D, 100R) (5/16)
-[] Agriculture (6/6, 65R)
--[] Agriculture Mechanization Projects (Phase 2) 26/250 (3D, 45R) (70%)
--[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 (2D, 20R) (80%)
--[] Security Review (1D)
-[] Tiberium (7/7, 140R)
--[] Vein Mining (Phase 2+3) 5/385 (5D, 100R) (88%)
--[] Improved Hewlett Gardener Process Development 0/160 (2D, 40R) (83%)
-[] Orbital (7/7+2, 160R)
--[] GDSS Columbia (Phase 1+2+3) 0/475 (7D, 140R) (98%)
--[] Orbital Cleanup (Stage 11+12) 32/170 (2D, 20R) (85%)
-[] Services (5/5+1, 125R)
--[] Gene Clinics 94/120 (1D, 10R) (100%)
--[] Regional Hospital Expansions 213/300 (Phase 1) (1D, 25R) (56%)
--[] Kamisuwa Optical Laboratories 0/250 (2D, 40R) (4%)
--[] Ocular Implant Deployment 0/200 (2D, 50R) (31%)
-[] Military (8/8+2, 200R)
--[] Zrbite Sonic Weapons Development 0/60 (1D, 20R) (91%)
--[] Railgun Munitions Factories (Phase 1) 142/200 (1D, 10R) (88%)
--[] Ground Forces Zone Armor Factories (Set 1) (Phase 3+4) 147/360 (3D, 60R) (80%)
--[] Infernium Laser Refits 0/450 (3D, 90R) (3/6)
--[] Modular Rapid Assembly System Prototypes 56/125 (1D, 20R) (82%)
--[] Security Review (1D)
-[] Bureaucracy (4/4, 0R)
--[] Reallocation: Service→HI, Tib → Tib, Orbital → Orbital (1D)
--[] Security Review (Mil) (2D) (100%)
--[] Security Review (Agri) (1D) (94%)

Best Case (everything that has a chance to complete does):
Housing: 51 – 5 (Refugees) + 1 (Dept Arco) + 6 (BZ Apt) = 53
LQ Housing Pop: 30 + 5 (Refugees) – 1 (Dept Arco) – 6 (BZ Apt) = 28
Energy: 43 – 2 (Metro) – 4 (PEV) – 1 (AgriMech) – 1 (Hospital) – 1 (Railgun) – 4 (GFZA) = 30
Logistics: 14 – 3 (BZ Apt) + 4 (PEV) = 15
Food: 14 + 12 (AgriMech) + 1 (Perennials) – 3 (pop) = 24
Health: 14 + 4 (Hospital) – 1 (Ocular) = 17
Cap Goods: 21 + 2 (DIA) -2 (PEV) – 1 (AgriMech) – 2 (Vein) – 1 (Hospital) – 2 (GFZA) = 15
ConGoods: 101 + 8 (PEV) + 8 (Kudzu) – 5 (demand spike) = 112
Labor: 45 – 2 (PEV) – 1 (Clinics) – 1 (Hospital) + 1 (Ocular) – 1 (Railgun) – 4 (GFZA) + 4 (medical) + 2 (Immigrants) – 1 (industry) – 1 (govt) = 41
YZ Mitigation: 92 + 2 (Vein) = 94
PS: 45 + 20 (Columbia) + 5 (Cleanup) = 70

Income: [20-35] * [1-2] = +20-70 RpT + 10-30R

Main changes:
2 Free Dice off Agri (replaced by the +2 Agri dice), 1 free die off Columbia (replaced by +1 Orbital die).
2 Free Dice put on Orbital Cleanup.
1 Free Die put on Kamisuwa Labs.
Microfusion Cell Dev added in HI.
Fifth die added to Reykjavik in LCI.

Total R: 1050/1050
Total Free D: 7/7+E

[] Foot off the Mining Pedal Q2 2062, More Chicago
-[] Infrastructure (5/5+4, 180R)
--[] Chicago Planned City (Phase 5) 52/1100 (9D, 180R) (3%)
-[] Heavy Industry (5/5+E, 100R)
--[] Improved Continuous Cycle Fusion Development 0/120 (1D+E, 40R) (75%)
--[] Personal Electric Vehicle Plants 112/300 (2D, 20R) (45%)
--[] Chicago Planned City (1D, 20R)
--[] Microfusion Cell Development 0/60 (1D, 20R) (94%)
-[] Light and Chemical Industry (5/5, 100R)
--[] Reykjavik Myomer Macrospinner 50/1280 (5D, 100R) (5/16)
-[] Agriculture (6/6, 65R)
--[] Agriculture Mechanization Projects (Phase 2) 26/250 (3D, 45R) (70%)
--[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 (2D, 20R) (80%)
--[] Security Review (1D)
-[] Tiberium (7/7, 140R)
--[] Vein Mining (Phase 2+3) 5/385 (5D, 100R) (88%)
--[] Improved Hewlett Gardener Process Development 0/160 (2D, 40R) (83%)
-[] Orbital (7/7, 140R)
--[] GDSS Columbia (Phase 1+2+3) 0/475 (7D, 140R) (98%)
-[] Services (5/5+1, 125R)
--[] Gene Clinics 94/120 (1D, 10R) (100%)
--[] Regional Hospital Expansions 213/300 (Phase 1) (1D, 25R) (56%)
--[] Kamisuwa Optical Laboratories 0/250 (2D, 40R) (4%)
--[] Ocular Implant Deployment 0/200 (2D, 50R) (31%)
-[] Military (8/8+2, 200R)
--[] Zrbite Sonic Weapons Development 0/60 (1D, 20R) (91%)
--[] Railgun Munitions Factories (Phase 1) 142/200 (1D, 10R) (88%)
--[] Ground Forces Zone Armor Factories (Set 1) (Phase 3+4) 147/360 (3D, 60R) (80%)
--[] Infernium Laser Refits 0/450 (3D, 90R) (3/6)
--[] Modular Rapid Assembly System Prototypes 56/125 (1D, 20R) (82%)
--[] Security Review (1D)
-[] Bureaucracy (4/4, 0R)
--[] Reallocation: Service→HI, Tib → Tib, Orbital → Orbital (1D)
--[] Security Review (Mil) (2D) (100%)
--[] Security Review (Agri) (1D) (94%)

Best Case (everything that has a chance to complete does):
Housing: 51 – 5 (Refugees) + 1 (Dept Arco) = 47
LQ Housing Pop: 30 + 5 (Refugees) – 1 (Dept Arco) = 34
Energy: 43 – 4 (PEV) – 1 (AgriMech) – 1 (Hospital) – 1 (Railgun) – 4 (GFZA) = 32
Logistics: 14 + 4 (PEV) = 18
Food: 14 + 12 (AgriMech) +1 (Perennials) – 3 (pop) = 27
Health: 14 + 4 (Hospital) – 1 (Ocular) = 17
Cap Goods: 21 + 2 (DIA) -2 (PEV) – 1 (AgriMech) – 2 (Vein) – 1 (Hospital) – 2 (GFZA) = 15
ConGoods: 89 + 8 (PEV) + 8 (Kudzu) = 105
Labor: 45 – 2 (PEV) -1 (Clinics) – 1 (Hospital) + 1 (Ocular) – 1 (Railgun) – 4 (GFZA) + 4 (medical) + 2 (Immigrants) – 1 (industry) – 1 (govt) = 41
YZ Mitigation: 92 + 2 (Vein) = 94
RZ Mitigation: 80 + 3 (RZBO) = 83
PS: 45 +20 (Columbia) = 65

Income: [20-35] * [1-2] = +20-70 RpT

Main changes:
2 Free Dice off Agri (replaced by the +2 Agri dice), 1 free die off Columbia (replaced by +1 Orbital die).
1 Free Die put on Kamisuwa Labs.
2 Free Dice put on Chicago (Infrastructure dice).
Microfusion Cell Dev added in HI.
Fifth die added to Reykjavik in LCI.

It's wild that I can put serious effort on 2-turn Chicago Phase 5, knock out nearly a third of Reykjavik Phase 5, and have a 98% chance to clear the first three phases of Columbia... in one turn, without leaving any dice fallow, on the second turn of a 4YP.
 
I do wonder if there are any benefits to doing Shala before Columbia.
Probably, but there are probably also benefits to doing it the other way around, and at this point we've been dodging starting work on Columbia so long it's a meme.

(Personally, I feel like Nuuk capstone might've unlocked the automation/robotics stuff, and getting this person just unlocked them now until they leave or we get Nuuk done.)
Potentially, but it may be five years or more in-game before we get to Nuuk Phase 5.

6 HI dice means 2 turns to get a 35% chance of completing Nuuk Phase 4, and certainly completing it barring really bad rolls in 3 turns. Also means ~5 turns to complete North Boston.
True, though we should remember that it's unlikely that we'll have many turns of "pure" Heavy Industry investment into any single project. There's going to be a constant need to balance electronics production, machine and tool production, and power plant construction.

[] Foot off the Mining Pedal Q2 2062, BZ Apartments
-[] Infrastructure (5/5+2, 130R)
--[] Blue Zone Apartments (Phase 10) 87/160 (1D, 10R) (79%)
--[] Chicago Planned City (Phase 5) (6D, 120R) (7/13)
This should probably be labeled as a 'Chicago' plan given that it's a cornerstone, even given that you have a "more Chicago" version of the same plan.

It's wild that I can put serious effort on 2-turn Chicago Phase 5, knock out nearly a third of Reykjavik Phase 5, and have a 98% chance to clear the first three phases of Columbia... in one turn, without leaving any dice fallow, on the second turn of a 4YP.
Such is the power of the terrifying border offensive meme plan...
 
I think we do have a sufficient Logistics buffer to roll out Chicago 5 now. But I would not want to do so until we have the Improved Hewlett Gardener Process developed.
Getting Chicago 5 done soon avoid any potential Capital Goods crash, so I think it is worth aiming for.
So I think I'd go with something like Simon's plan for the moment, but shift one die from HI onto Shuttles. (Exactly which die is an open question until we see the options.) Then we should be good for Logistics for quite a while. That would mean that we'll be able to switch back to Quality Housing after Chicago 5 is done, instead of chasing more Logistics immediately.

Someone asked where our next big source of income will be from. I suspect it will be upgraded SMARVs.

Which is important, because frankly Nuuk Phase 4 is the more efficient source of Capital Goods; it's just that we're doing North Boston for the capstone and flavor and because Erewhon asked nicely.
And the bonus consumer goods. The next DLC for Direct & Destroy isn't going to play itself. :D
 
None. I just can't see a better option at the moment. And I'd prefer to have a more reasonable chance of it not needing another die to complete.
Remember that there's a whole third phase coming up. We have rollover, and shuttle dice may turn out to be expensive if we're trying to shift some funds to another project that looks shiny and expensive.
 
I have emerged from my cave once again (and once again forgotten to vote lol).

I see we've done a spread of new dice as opposed to a more focused one, very well.

So, what are the current proto-plans, and do any of them contain the sacred GD3 Project? I must take up my Holy Task once again.
 
I have emerged from my cave once again (and once again forgotten to vote lol).

I see we've done a spread of new dice as opposed to a more focused one, very well.

So, what are the current proto-plans, and do any of them contain the sacred GD3 Project? I must take up my Holy Task once again.
I fear it unlikely, if only because we're running into a lot of tiberium problems, and zrbite-based sonic weapons are better at kicking tiberium in the balls than GD-3s are likely to be. :(
 
Remember that there's a whole third phase coming up. We have rollover, and shuttle dice may turn out to be expensive if we're trying to shift some funds to another project that looks shiny and expensive.
I'd just like to get the phase out of the way so that we can focus on other things.
I did consider going for Rails, but that need more dice.
Starting Housing Refits instead is also an option, if costs become an issue.
 
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