New Mechanic: Drives
Drives are a mechanic that certain characters get because they have something that they care deeply about. These can take the form of additional mandates, rules that you have to include some number of a particular category of project, or similar. In Seo's case, he is very interested in science, and so has a SCIENCE Meter to go along with that. Now, not everything marked Development counts, just the ones that are more radical. As for how you figure out, try it and find out.

I would like to do only one Mad Science Action this turn so we can see how much gain it nets us. We should know this people.

I cannot vote for any plans that don't do ths project. ⋟^◕ܫ◕^⋞

*Nya Nya* I'll mark it down as the Mad Science for the turn in one of mine plans. My plans for this turn are incoming right after I finish my dish washing. There's a pile to deal with right now.
 
How do people feel about stalling out on PEV plants? I know normally we don't like to leave partially completed projects hanging but we're swimming in so much PS (with even more from stations on the way) that the +10 off it would just be wasted, and HI dice are probably better spent on fusion research or alloy foundries right now - especially if I'm going to be prying Free dice out of space in favor of HI. Would anybody hate if I just dropped PEV plants for a turn or two and used that Free die on more critical HI stuff?
 
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How to people feel about stalling out on PEV plants? I know normally we don't like to leave partially completed projects hanging but we're swimming in so much PS (with even more from stations on the way) that the +10 off it would just be wasted, and HI dice are probably better spent on fusion research or alloy foundries right now - especially if I'm going to be prying Free dice out of space in favor of HI. Would anybody hate if I just dropped PEV plants for a turn or two and used that Free die on more critical HI stuff?
I mean, I'm down with that. PEVs are nice but-we've got other fish to fry in HI for now.
 
How to people feel about stalling out on PEV plants? I know normally we don't like to leave partially completed projects hanging but we're swimming in so much PS (with even more from stations on the way) that the +10 off it would just be wasted, and HI dice are probably better spent on fusion research or alloy foundries right now - especially if I'm going to be prying Free dice out of space in favor of HI. Would anybody hate if I just dropped PEV plants for a turn or two and used that Free die on more critical HI stuff?
PEV would be nice but the alloys just make our economy purr with how much progress it gains us across the board and we have more critical needs in HI- also since it pretty much needs a free die unless you skimp on alloys we have plenty of sections that would like that die. Something I want to circle back to once alloys no longer take up all our base HI a turn so maybe Q4 or Q1 depending on alloy rolls?
 
I suppose that's what we get for agreeing to complete two phases of Reforestation Campaign Preparation without even seeing what the project would entail. Going to be a lot of work while we also have agriculture consumer goods to deliver.
 
I suppose that's what we get for agreeing to complete two phases of Reforestation Campaign Preparation without even seeing what the project would entail. Going to be a lot of work while we also have agriculture consumer goods to deliver.
Not that bad, we can alternate a dairy and vert farming a turn getting +10 per combined phase and we have 3 such phases. We get another +8 from Kudzu and we also get +7 from Shala which is +45 total or more than required
 
[ ] Tiberium Wildlife Experiments (New)
The example of India's Gana represents a starting point for the Initiative to build an attempt at an economic competitor. While current animal stocks are distinctly limited, and a limiting factor on the endeavor, having a set of serious prototypes may well allow for more expansive funding for rough terrain and limited logistics Tiberium harvesting methodologies.
(Progress 0/60: 20 resources per die) (-5 Political Support) (MS)
[ ] Prototype Biosculpt (New)
Ranging from cat ears to enhanced ankle and knee articulation, there are quite a number of soft tissue options found across nature that can be mimicked for human use without requiring special cellular or extracellular structures. While not all are likely to be successful, especially at this early prototype stage, implanting specifically engineered tissue will play a significant role in the broader ability to allow individuals to redefine themselves.
(Progress 0/40: 15 resources per die) (MS)
Well these look fun! Tib life this turn, then Biosculpt next, after getting the Service A-EVA?
 
Would anybody hate if I just dropped PEV plants for a turn or two and used that Free die on more critical HI stuff?
Not against it.

Also, we have to add Logistics, especially if IHG refits will remain unavailable.
Then again delaying IHG until after we start Karachi is entirely doable. But then again we need Logistics for Deep Glaciers.
 
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We should consider getting AEVA for HI this turn. Between the Alloys and power and other options. We could use all the bonus for Industry
 
2062 Q3 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure has the two Planned City Projects of Chicago and Karachi.

Required Projects:
-Chicago Planned City Phase 5: 52/1050 Progress ~10 dice median (Plus 2 HI dice median)
--Requires 4 Labor
--Provides 12 Consumer Goods
--Provides 10 Capital Goods
--Provides 500 Processing
---Requires ~1-2 dice to be Heavy Industry (Depending on Free Dice allocation)

-Karachi Planned City Phase 1-5: 0/1915 Progress ~11 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

Semi Required Projects:
-None

Infrastructure Total = 21 dice
70 Infrastructure dice for the rest of the Plan, 49 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston and the Personal Vehicle Plant, along with a few dice to complete Chicago.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/2280 Progress ~27 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

-Personal Electric Vehicle Plants: 195/295 Progress ~1 dice median
--Requires 4 Energy
--Requires 2 Capital Goods
--Requires 2 Labor
--Provides 4 Logistics
--Provides 8 Consumer Goods

-Chicago Planned City: ~2 dice median required to activate the Infrastructure dice

-Division of Alternative Energy: 14 dice Max
--Provides 4 Energy Min
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one, the energy benefit assumes we take it on the last turn of the Plan.

Semi Required Projects:
-U-Series Alloy Foundries Phase 2-5: 116/2120 Progress ~24 dice median
--Requires 16 Energy
--Requires 8 STU
--Note: The effects of the U-Series Alloy Foundries are not modeled elsewhere in this analysis as it depends on when they are built. Additionally, the current total progress cost of Phase 2-5 of the Foundries is 2285. As the cost reduction was not initially built into the Foundries and they will get cheaper as more Foundries are built I have included proportional reduction of 25 for Phase 3, 25+30 for Phase 4, and 25+30+30 for Phase 5. 5% of the original progress cost of 600 is 30. Therefore the30 in Phase 4 and the 2 30s in phase 5 come from Phase 2 and Phase 2 and 3 respectively. We also know that the cost reduction accounts for the current progress made on the project, therefore I have only incorporated a 25 cost reduction for the phase immediately proceeding (25 for Phase 3 from Phase 2, and the same for Phase 4 from Phase 3, etc.) This saves a total of 165 progress.

Heavy Industry Total = 68 dice
84 Heavy Industry dice for the rest of the Plan, 16 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry requires the completion of Reykjavik.

Required Projects:
-Reykjavik Myomer Macrospinner Phase 5: 50/1220 Progress ~15 dice median
--Provides 4 Energy
--Provides 8 Capital Goods

Light and Chemical Industry Total = 15 dice
70 Light and Chemical Industry dice for the rest of the Plan, 55 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the completion of Two Phases of Dairy Ranches, the Reforestation Projects, and the production of 40 Agriculture Consumer Goods.

Required Projects:
-Dairy Ranches Phase 1-2: 0/380 Progress ~5 dice median
--Requires 2 Energy
--Requires 6 Food
--Requires 2 Labor
--Provides 12 Consumer Goods

-Reforestation Preparation Campaign Phase 1-2: 0/1760 Progress ~22 dice median

Semi Required Projects:
-Dairy Ranches Phase 3: 0/195 Progress ~3 dice median
--Requires 1 Energy
--Requires 3 Food
--Requires 2 Labor
--Provides 6 Consumer Goods

-Vertical Farming Projects Stage 3-5: 74/705 Progress ~8 dice median
--Requires 6 Energy
--Produces 12 Food
--Produces 12 Consumer Goods

-Wadmalaw Kudzu Phase 3: 430/450 Progress Auto Completes Q4 2062
--Produces 8 Consumer Goods

-Agricultural Consumer Goods: Must produce 40
--18 Provided by Dairy Ranches
--8 Wadmalaw Kudzu
--12 Provided by Vertical Farms
--Total Produced: 38
--Note: If Shala Counts as a source of Agricultural Consumer Goods this may change.
--Note: If Vertical Farming Projects has additional phases, completing a hypothetical Phase 6 would increase dice cost by 3 and provide 4 Agricultural Consumer Goods

Agricultural Total = 38 dice
84 Agricultural Dice for the rest of the Plan, 46 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, along with three BZ Inhibitors, an additional 28 RZ Mitigation, 785 Income and 920 Processing. Also the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs.

Required Projects:
-Karachi Planned City Phase 1-5: ~11 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Tiberium Inhibitor Deployment BZ x3: 0/95 Progress ~1 Die median x3
--Requires 9 Energy
--Provides 6 YZ Mitigation

-Red Zone Border Offensives Phase 4-5: 93/480 Progress ~4 dice median
--Provides 4 Energy
--Provides 6 RZ Mitigation
--Provides ~50 RpT

-Improved Hewlett Gardener Process Refits: ??? Estimate 5 dice based on previous set of Refits.
--Note: It appears to require the current Phase of refits to complete ~1 die median, provides 50 Processing

-IHG Tiberium Processing Plants Stage 1: 0/190 Progress, ~2 dice median
--Requires 4 Energy
--Requires 3 Logistics
--Provides 450 Processing

Semi Required Projects:
-Tiberium Vein Mines Phase 4-19: 60/2965 Progress ~33 dice median
--Requires 16 Capital Goods
--Provides ~480 RpT
--Provides 16 YZ Mitigation

-Deep Red Zone Glacier Mining Phase 4-5: 28/480 Progress ~5 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/645 Progress ~7 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

-Red Zone Harvesting Stage 12: 29/145 Progress ~1 die median
--Provides 1 Energy
--Provides 1 RZ Mitigation
--Provides ~17.5 RpT

-Tiberium Inhibitor Deployment RZ x1: 0/120 Progress ~1 die median
--Provides 2 RZ Mitigation

-Red Zone Energy Refits Phase 1: 0/1005 Progress ~11 dice median
--Provides 30 Energy
--Note: This is the most politically expedient of the current Energy Options, Fusion is waiting the ICC Reactors as we don't want to build more of the current version, DEA while already in this analysis and could quite handily manage the current Energy requirements if taken now, is running the most pessimistic option for Energy output for this analysis, and further Liquid Tiberium is literally 'a bridge too far' according to its current description.

Tiberium Total = 84 dice
98 Tiberium Dice for the rest of the Plan, 14 dice available, no free dice required.
Orbital Projects
Orbital currently requires development and deployment of the Conestoga.

Required Projects:
-Conestoga Class Development: 0/60 Progress ~1 die median

-GDSS Enterprise Bays Gravitic Shipyard Bay: 0/440 Progress ~5 dice median
--Assuming this counts as deploying the Conestoga

-GDSS Columbia: 138/1630 Progress ~17 dice median
--Provides 3000 Space Population

-GDSS Shala: 50/2030 Progress ~22 dice median
--Provides 1000 Space Population
--Provides 15 Food
--Provides 7 Consumer Goods

-Space Population Commitment of 19250
--15250 Space Population Commitment Remains post Shala and Columbia.
--Based on Columbia's efficiency of 543 progress (updated for the first phase of Alloy Foundries) needed per 1000 Space Pop yields a highly conservative estimate of 8286 progress required. This implies 94 Dice needed for the remainder of the Space Population Commitment. This is likely a very high estimate of what is needed, I expect this to come down by about 30 to 40 dice.

Orbital Total = 139 dice
96 Orbital Dice for the rest of the Plan, 0 available, 41 free dice required.
Services Projects
Services requires the completion of the Services AEVA.

Required Projects:
-Advanced Electronic Video Assistant Deployment (Services): 0/200 Progress ~4 dice median (3 rolled, 1 locked)
--Requires 3 Energy
--Requires 4 Capital Goods

Semi Required Projects:
-None

-Note: For heavy industry, military and tiberium there is the possibility that the AEVA will improve it enough to be worth it. Tiberium should save ~3 dice over the Plan and the one in Military should save about 1-2 (despite having a larger dice count 32 of the dice in military aren't being rolled and are there for the departments), the Heavy Industry AEVA also will save 2 dice, if we include Alloy Foundries.

Services Total = 4 dice
56 Services Dice for the rest of the Plan, 52 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 14 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Department of Munitions: 14 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Advanced ECCM Development: 0/40 Progress 1 die

-Strategic Area Defense Networks Phase 1-4: 0/1330 Progress ~17 dice
--Requires 4 Energy
--Note: The Energy and Progress costs are based on continuing the patters from Phase 1-3 for Phase 4.

-Reclamator Hub Red Zone x2: 0/640 Progress ~8 dice
--Provides 2 Energy
--Provides 6 RZ Mitigation
--Provides 50 RpT
-General Military Total = 54 dice

ZOCOM
-Zrbite Sonic Weapons Development: 0/40 Progress 1 die
-ZOCOM Total = 1 dice

Air Force
-Orca Wingmen Drone Deployment Phase 1-2: 0/520 Progress ~7 dice median
--Requires 6 Energy
--Requires 2 Capital Goods
--Requires 2 Labor

-Ultralight Glide Munitions Development: 0/40 Progress 1 die
-Air Force Total = 8 dice

Space Force
-Transorbital Fighter Development: 0/60 Progress ~1 die
-Space Force Total = 1 die

Ground Forces
-Ground Forces Zone Armor x7: 155/1200 Progress ~13 dice
--Requires 14 Energy
--Requires 7 Capital Goods
--Requires 14 Labor
-Ground Forces Total = 13 dice

Navy
-Governor A Development: 0/40 Progress ~1 die median

-Governor A Deployment: 0/400? Progress ~5 dice median
--Requires 6 Energy?
--Requires 4 Capital Goods?
-Navy Total = 6 dice

Steel Talons
-Medium Tactical Plasma Weapon Deployment: 0/80 ~1 die median

-Combat Laser Development: 0/80 Progress 1 die

-Buckler Shield Development: 0/100 Progress ~1 die median

-Unmanned Support Ground Vehicle: 0/80 Progress ~1 die median

-At least 14 Steel Talon dice
-Steel Talons Total = 14 die

Military Total = 97 dice
112 Military dice for the rest of the Plan, 15 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 35 current, 4 in reserve
--8 Required by North Boston Chip Fabricator
--16 Required by U-Series Alloy Foundries
--4 Required by Personal Electric Vehicle Plants
--3 Required by Dairy Ranches
--6 Required by Vertical Farms
--6 Required by BZ Inhibitors
--4 Required by IHG Processing Plants
--3 Required by AEVA (Services)
--4 Required by SADN
--6 Required by Orca Wingmen Drone Deployment
--14 Required by GFZA
--6? Required by Governor A Deployment
--4 Provided by DEA
--4 Provided by Reykjavik
--4 Provided by Border Offensives
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ Harvesting
--2 Provided by RZ MARVs
--30 Provided by RZ Energy Refits
--Net: 4 Energy

-Logistics:‌ 10
--3 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--4 Provided by Personal Electric Vehicle Plants
--20 Provided by Karachi Planned City
--Net: 25 Logistics

-Food:‌ 17
--9 Required by Dairy Ranches
--15 Provided by GDSS Shala
--12 Provided by Vertical Farms
--4 Provided by Perennials
--Net: 39 Food

-Capital Goods: 20
--20 Required by Civilian Market
--2 Required by Personal Electric Vehicle Plants
--16 Required by Vein Mines
--4 Required by AEVA (Services)
--2 Required by Orca Wingmen Drone Deployment
--7 Required by GFZA
--4? Required by Governor A Deployment
--28 Provided by DIA
--10 Provided by Chicago Planned City
--32 Provided by North Boston Chip Fabricator
--8 Provided by Rekjavik
--Net: 43 Capital Goods

-Consumer Goods: 117 current, Must produce 104
--42 Provided by BoA and CID
--12 Provided by Chicago Planned City
--16 Provided by North Boston Chip Fabricator
--8 Provided by Personal Electric Vehicle Plants
--18 Provided by Dairy Ranches
--8 Provided Wadmalaw Kudzu
--12 Provided by Vertical Farms
--7 Provided by GDSS Shala
--Total Produced: 123
--Net: 240

-STU: 10
--8 Required by Alloy Foundries
--Net: 2

-Labor: 45, +4 per turn
--56 Provided by Growth
--4 Required by Chicago Planned City
--2 Required by North Boston Chip Fabricator
--2 Required by Personal Electric Vehicle Plants
--4 Required by Dairy Ranches
--12 Required by Karachi Planned City
--2 Required by Orca Wingmen Drone Deployment
--14 Required by GFZA
--Net: 61
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~39 Labor.

-Tiberium Processing: Must produce 920
--500 Provided by Chicago
--450 Provided by IHG Tiberium Processing Plants
--50 Provided by Tiberium Processing Refits
--Total Produced: 1000

-Income RpT: Must produce 785
--50 Provided by Border Offensives
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--480 Provided by Vein Mines
--17.5 Provided by RZ Harvesting
--50 Provided by RZ MARVs
--Total Produced: 792.5

-RZ Mitigation: Must produce 28
--6 Provided by Border Offensives
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--2 Provided by RZ Inhibitors
--1 Provided by RZ Harvesting
--6 Provided by RZ MARVs
--Total Produced 28

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 70 Total, 21 Required, 49 Available
Heavy Industry: 84 Total, 68 Required, 16 Available
Light and Chemical Industry: 70 Total, 15 Required, 55 Available
Agriculture: 84 Total, 38 Required, 46 Available
Tiberium: 98 Total, 84 Required, 14 Available
Orbital: 98 Total, 139 Required, 0 Available, 41 Free Dice Required
Services: 56 Total, 4 Required, 52 Available
Military: 112 Total, 97 Required, 15 Available
Free: 98 Total, 41 Required, 57 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Updates:
-Updated Project costs post Phase 1 of Alloy Foundries
-Alloy Foundries Phase 2-5 incorporated as a Semi Required Project given the quantity of dice they are saving, their effects have not been incorporated outside of the Alloy Foundries themselves as we do not know when they will complete and with how they provide a reduction based on the progress remaining not the total progress cost.
-Updated Reforestation Campaign Preparation
-Updated IHG Refit as it is still not available it seems likely we need to finish the current set of refits before starting the next one.
-Temporarily removed the Fusion off lining Energy costs until we have a solid look at what would replace them.

Any questions/comments are welcome
 
[ ] Occult Investigations (New)
While likely nothing more than nonsense, especially the parts that have been disproven by the scientific process, taking a good hard look at the records and materials that have been preserved may find some truths, either about the nature of Kane and his history, or possibly even uncover some knowledge about the universe that was previously misunderstood.
(Progress 0/30: 5 resources per die) (-5 Political Support) (MS)
I really want to put Erewhon on this
 
2062 Q3 Four Year Plan Required Dice
~snip~

Any questions/comments are welcome
To get an idea of the SA impact on the conservative estimate for required orbital dice expenditures:
Last turn, we needed ~153 dice to fulfill our orbital goals, or ~10.2 dice per turn.
We spent 9 (technically less, since one was Erewhon) on them.

This turn, we need ~139 dice throughout the rest of the plan, or ~9.9 dice per turn
 
To get an idea of the SA impact on the conservative estimate for required orbital dice expenditures:
Last turn, we needed ~153 dice to fulfill our orbital goals, or ~10.2 dice per turn.
We spent 9 (technically less, since one was Erewhon) on them.

This turn, we need ~139 dice throughout the rest of the plan, or ~9.9 dice per turn
And that is just orbital where we saved about 5 dice, this is not including the savings in all the other fields which outside of dev projects seem to have full or partial discounts (except Adv EVA)
 
Thoughts for Planning:

Alloy Foundries: The alloy foundries appear to have a couple of rules associated with the cost reduction. Firstly that the cost reduction applies to Alloy Foundries. Secondly that the cost reduction does not apply to development projects. Thirdly that the cost reduction does not apply fully to all Agriculture projects. Fourthly that the cost reduction is not based on the total project cost, but on the progress remaining (IE a 0/500 project would go to 0/475, but a 100/500 project would go to 100/480).

Points 1 and 4 imply that we might want to consider not over completing on the Alloy Foundries as that will save more progress, however, given the shear scale of the savings across the board not getting the full savings in the Alloy Foundries is worth getting the savings earlier for everything else. So I'd want 5-6 dice on it this turn.

I'd like to combine that with getting the HI AEVA which would free up a Service die to do some mad science. I'd prefer the Occult stuff just to rule out options and to potentially look into the Tib Psychics/Technopaths we IC to exist.
 
[-] Red Zone Tiberium Harvesting (Stage 12) (Will unlock Q2 2063)

[-] Red Zone Border Offensives (Stage 4) (Will unlock Q2 2063)

[-] Deep Red Zone Tiberium Glacier Mining (Stage 4) (Will unlock Q2 2063)

[-] Red Zone Containment Lines (Stage 6) (Will unlock Q2 2063)

[-] Tiberium Glacier Mining (Stage 13)
Given the fact that all of these are locked off and that the Modular Rapid Assembly Prototype Factory has more functionality based on the number of MARV fleets we have, it might be a decent idea to invest in some MARV fleets if we want more Rpt other then from Tiberium Vein Mines.
Also since I have been away from the thread for a while can someone explain to me exactly which projects fall under the Department of Refits, and the Department of Munitions? Because on the surface then both seem like really good options but there seems to be no real clear indicator as to what projects they will affect in total, cause like the only projects on the board that has refits in the name is Infernium Laser Refits and Ferro Aluminum Armor Refits and the only two that have munitions in their names are Railgun Munitions Factories and Ultralight Glide Munitions Development. But there seem to be implications that these departments would affect more than that. This might be completely off base and my reading comprehension might just be shit, but it would set my mind at ease to have this explained.
 
I like to start work on new vehicels soon so they be ready for the fighting after we land in Karachi and i think there are two techs that will make those better:

[ ] Combat Laser Development (Tech)
Effectively an Initiative version of the same laser systems found on the Brotherhood's combat vehicles from raider buggies and Venoms to Scorpions and Avatars, this consolidated project aims to roll out lasers in all scales viable for ground and air combat.
(Progress 0/80: 25 resources per die)

[ ] Second Generation Repulsorplate Development (Tech) (New)
While the first generation plates work, they are fundamentally less than useful in the overall scheme of things. Too inefficient, too power intensive, too fragile. However, the program has proven useful, with serious field testing operating in parallel with continued laboratory work, and it appears likely that it is possible to build significantly more effective repulsorplates in the near future.
(Progress 0/60: 20 resources per die)

The hope is that one or more vehicles/ship will include refits of existing factories and/or shipyards so we can start the refit department then.
 
First-time contributor with a mildly crazy idea: We should take both Predictive Modeling Management and Long-Term Systematic Planning. It'll put us in deficit for Capital Goods, but we have a substantial reserve and every intention of going back into surplus with our plan goals long before we've dipped too far into it. In the meantime, having a solid dice curve and a revamp of project management will immediately begin paying dividends. I think it's worth considering.
 
Well these look fun! Tib life this turn, then Biosculpt next, after getting the Service A-EVA?

Derpmind has asked for a bribe treat this turn:

I cannot vote for any plans that don't do ths project. ⋟^◕ܫ◕^⋞

First-time contributor with a mildly crazy idea: We should take both Predictive Modeling Management and Long-Term Systematic Planning. It'll put us in deficit for Capital Goods, but we have a substantial reserve and every intention of going back into surplus with our plan goals long before we've dipped too far into it. In the meantime, having a solid dice curve and a revamp of project management will immediately begin paying dividends. I think it's worth considering.

I'm no0t participating in this as I was one of the posters arguing for it last time. Incoming plans to vote for next.
 
First-time contributor with a mildly crazy idea: We should take both Predictive Modeling Management and Long-Term Systematic Planning. It'll put us in deficit for Capital Goods, but we have a substantial reserve and every intention of going back into surplus with our plan goals long before we've dipped too far into it. In the meantime, having a solid dice curve and a revamp of project management will immediately begin paying dividends. I think it's worth considering.

At least for Systematic Planning Organization I would rather hold off on that until we know we can afford the loss of 2 Free Dice with our Orbital commitments. I know that my estimates are very conservative, but we want to ensure we aren't putting ourselves in that sort of situation.
 
More alloys! More space stations! Wingman drones! Don't even have to cut costs particularly hard, I'm doing the security reviews to use up Bureau dice rather than to actually save money, and after the vein mines we should be pretty good on budget next turn even after InOps takes their cut. I'd say our Q1/Q2 income rush was pretty successful, we're back to a good operating budget, time to get into the meat of the FYP - especially since there's another mandatory income rush next year once RZBOs reopen.

[X] Plan Divination, Drones, and Duranium
-[X]Infrastructure (5 dice) 80 Resources
--[X] Communal Blue Zone Arcologies, 1 die (15R) 85%
--[X] Suborbital Shuttle Service (Phase 2), 2 dice (50R) 25%
--[X] Urban Metros (Phase 4), 1 die (15R) 7%
--[X] Security Review (Infrastructure), 1 die (unrolled)
-[X]Heavy Industry (6 dice + 2 Free) 300 Resources
--[X] U-Series Alloy Foundries (Phase 2), 7 dice (280R) 97%
--[X] Improved Continuous Cycle Fusion Development, 1 die (20R) 34%
-[X]Light and Chemical Industry (5 dice) 85 Resources
--[X] Carbon Nanotube Foundry Expansions, 3 dice (60R) 17%
--[X] Artificial Wood Furniture Plants, 1 die (10R) 77%
--[X] Home Robotics Factories, 1 die (15R) 0%
-[X]Agriculture (6 dice) 70 Resources
--[X] Reforestation Campaign Preparations (Phase 1), 2 dice (10R) 0%
--[X] Vertical Farming Projects (Stage 3), 2 dice (30R) 61%
--[X] Poulticeplant Deployment, 2 dice (30R) 77%
-[X]Tiberium (7 dice) 120 Resources
--[X] Tiberium Vein Mines (Stage 4+5+6), 6 dice (120R) 74%
--[X] Security Review (Tiberium), 1 die (unrolled)
-[X]Orbital (7 dice + 5 Free + 1 Erewhon) 260 Resources
--[X] GDSS Columbia (Phase 4), 6 dice (120 R) 96%
--[X] GDSS Shala (Phase 2+3), 6 dice + Erewhon (140R) 99%
-[X]Services (4 dice) 70 Resources
--[X] Regional Hospital Expansions (Phase 1), 1 die (25R) 56%
--[X] Kamisuwa Optical Laboratories, 2 dice (40R) 62%
--[X] Occult Investigations, 1 die (5R) 100%
-[X]Military (8 dice) 150 Resources
--[X] Advanced ECCM Development, 1 die (20R) 100%
--[X] Orca Wingmen Drone Deployment (Phase 1), 4 dice (80R) 91%
--[X] Railgun Munition Factories (Phase 2), 1 die (10R) 40%
--[X] Ground Forces Zone Armor (Set 1/Phase 4), 1 die (20R) 100%
--[X] Unmanned Support Ground Vehicle Development, 1 die (20R) 71%
-[X]Bureaucracy (4 dice) 0 Resources
--[X] Security Review (Infrastructure), 2 dice 100%
--[X] Security Review (Tiberium), 2 dice 100%
-[X]Total Cost: 1135/1125+25 Resources, 15 reserved
 
Do you want milk and cheese? Do you want alloys? Do you want space stations? That is a key focus of this plan. I do rollover 40R though that will help with say 1 or 0 security reviews next turn and giving the promised inops contribution a bit sooner. Also doing the last of the tib refits to hopefully open the new tib refits up, 5 dice on vein mines is still 2 to 3 phases so that will see our income go up so we can hand some off to inops and grants (both are things that are promised for the plan)

Also doing the biosculpt for mad science fun


1110/1150
[X] Plan Space, Alloys and Dairy
Infra 5/5 80R +36
-[X] Infra Security Review 1 die
-[X] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
-[X] Suborbital Shuttle Service (Phase 2) 22/240 3 dice 75R 87%
HI 6/6+1 free 260R +33
-[X] U Series Alloy Foundries (Phase 2) 116/575 6 dice 240R 79%
-[X] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
LCI 5/5 90R +23
-[X] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
-[X] Carbon Nanotube Foundry Expansions 0/285 4 dice 80R 66%
Agri 6/6+1 free 80R +28
-[X] Reforestation Campaign Preparations (Phase 1) (New) 0/880 4 dice 20R 0%
-[X] Dairy Ranches (Phase 1) 0/195 3 dice 60R 86%
Tiberium 7/7 130R +38
-[X] Security Review 1 die
-[X] Tiberium Vein Mines (Stage 4+5+6) 65/560 5 dice 100R 26%
-[X] Tiberium Processing Refits (Phase 5) 6/95 1 die 20R 65%
Orbital 7/7+4 free 240R +33
-[X] GDSS Columbia (Phase 4) 138/545 6 dice 120R 98%
-[X] GDSS Shala (Phase 2+3) (Updated) 50/405 5 dice+ Erewhon 120R 94+%
Services 4/4+1 free 60R +31
-[X] Advanced Electronic Video Assistant Deployment (Service) 0/200 3 dice +1 service 60R 88%
-[X] Prototype Biosculpt (New) 0/40 1 die 15R 100% (Mad Science Project)
Military 8/8 170R +30
-[X] Ground Forces Zone Armor (Set 1) (Phase 4+5+6) 155/520 4 dice 80R 32%
-[X] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R 71%
-[X] Modular Rapid Assembly Prototype Factory (New) 0/335 3 dice 60R 6%
Bureau 4/4 +28 0R
-[X] Security Reviews (Tib) DC50, 2 dice 100%
-[X] Security Reviews (Infra) DC50, 2 dice 100%


Free 7/7
1 HI, 4 Space, 1 Service, 1 Agri



Plan Goals
Provide 104 Consumer Goods points from the Treasury (Communal BZ Arcology +2 85%, Artificial Wood Furniture Plants +4 77%, Dairy Ranch Phase 1 +6 86%, Shala 3 +1)
Provide 40 Consumer Goods from Agriculture (Dairy Ranch Phase 1 +6 86%, Shala 3 +1)
Increase Income by 785 (Tib Veins 2 to 3 phases 25-35 each)
Increase Tiberium Processing limit by 920 (Tib processing refit +50 65%)
Increase population in space by 19.25k (Phase 4 Columbia 1k, Phase 2+3 Shala .3k)
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 (71%)
Depoy Orca Wingman Drones by end of 2065
Deploy Services AEVA (88%)
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete Electric Vehicle Factory by end of 2065
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065 (86% for phase 1)
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 7 Ground Forces Zone Armor factories (2 to 3 factories)
Complete all of the following projects:
Advanced ECCM Development, Zrbite Sonic Weapons Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, Buckler Shield Development, and Unmanned Support Ground Vehicle Development
Complete 2 phases of Reforestation Campaign Preparation (4 dice into phase 1)
Complete Gravitic Shipyard Bay

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
 
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