I think we have enough captial goods to do Predictive Modeling Management as Carbon Nanotube Foundry Expansions will provide 4, Department of Distributed Manufacturers will increase our income to +3 per turn and Reykjavik Myomer Macrospinner can be completed in 3 turns as it gets a 5% discount per stage of alloys completed.

[X] Plan Alloys and Predictive Modeling Management
Infrastructure (5 dice +36 bonus) 125R
-[X] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
-[X] Suborbital Shuttle Service (Phase 2+3) 22/430 4 dice 100R 22%
-[X] Postwar Housing Refits (Phase 1) 0/190 Administrative Assistance 10R
Heavy Industry (6 dice +33 bonus) 290R +3 free
-[X] U Series Alloy Foundries (Phase 2) 7 dice 240R 97%
-[X] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
-[X] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
Light and Chemical Industry (5 dice +23 bonus) 90R
-[X] Carbon Nanotube Foundry Expansions 0/285 3 dice 60R 17%
-[X] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
-[X] Department of Distributed Manufacturers 20R
Agriculture (6 dice +28 bonus) 50R
-[X] Reforestation Campaign Preparations (Phase 1) (New) 0/880 4 dice 20R
-[X] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%
Tiberium (7 dice +38 bonus) 115R
-[X] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 5 dice 100R 26%,
-[X] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R 63%
-[X] security revieuw 1 die
Orbital (7 dice +33 bonus) 2 free dice 190R
-[X] GDSS Shala (Phase 2+3+4) (Updated) 50/945 8 dice 160R 2%
-[X] Conestoga Class Development 0/60 1 die 30R 94%
Services (4 dice +31 bonus) 75R
-[X] Advanced Electronic Video Assistant Deployment 0/200 2 dice + ewohol 60R
-[X] Prototype Biosculpt (New) 0/40 1 die 15R 100%
Military (8 dice +30 bonus) 180R 2 free dice
-[X] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
-[X] Infantry Recon Support Drone Deployment 0/190 2 dice 20R 37%
-[X] Orca Wingmen Drone Deployment (Phase 1) 0/260 4 dice 80R 91%
-[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 2 dice 40R 33%
-[X] Governor A Development 0/40 1 die 15R 100%
-[X] Combat Laser Development 0/80 1 die 25R 71%
Bureaucracy (4 dice +28 bonus)
-[X] Administrative Assistance(Postwar Housing Refits)
-[X] security revieuw(Tiberium) 1 die
-[X] Predictive Modeling Management
1145/1150R
7/7 ‌ Free
 
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REACTION POOOST!

[ ] U-Series Alloy Foundries (Phase 2)
Large scale use of the STU alloys will affect not only structural work, but a substantial number of other projects, ranging from blades and cutting devices, to various forms of highly conductive wiring. These alloy foundries will be a substantial investment into the future of the Initiative, and a baseline to add additional metallurgical advancements to. Demand for these materials is nearly universal, and expanding existing production of them is the best means to satisfy it.
(Progress 116/575: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 0/570: 40 resources per die) (-4 Energy, -2 STUs) (Improves Tib mining efficiency)
...The alloy foundries lower the cost of further alloy foundry phases. :D

[ ] Improved Continuous Cycle Fusion Development (Tech)
While the existing CCF plants are certainly functional, there are a number of upgrades that may well lead to improved efficiency over simple water boilers. While this project will be more of an iterative improvement, trying to get a few percent more megawatt hours per plant out of a relatively similar design to current systems, it is likely to see significant further revisions as other fields improve.
(Progress 0/120: 20 resources per die)[/quote]To me, this is a make-or-break thing. I can definitely accept plans that don't do alloys, but we need the capacity to start on new fusion plants soon. As soon as practicable, because we need Energy for so much else.

[ ] 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)
Oooh shiny. Soon please, as soon as we reasonably can.

[ ] Carbon Nanotube Foundry Expansions
While making longer carbon nanotubes is still difficult,manufacturing substantially more carbon nanotubes is relatively easy and quite desirable, given that it is a way to add strength to many other materials.
(Progress 0/285: 20 resources per die) (+4 Capital Goods)
Oh hey, alloys affected this! :)

[ ] Home Robotics Factories (New)
While most of the designs are already in production, bringing them to the masses rather than keeping them for the Initiative proper's use will require a substantial number of new factories, and expansions to already existing facilities.
(Progress 0/145: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor)
Appealing, but Capital Goods is scarce. Maybe soon.

[ ] Reforestation Campaign Preparations (Phase 1) (New)
While actively regreening the world is certainly premature, between the continued expansion of Tiberium underground and the continued war with the Brotherhood of Nod, some efforts can be taken immediately to stabilize vast amounts of now-barren land reclaimed from Tiberium and begin the long march towards rebuilding functional soils.
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)
(Progress 0/880: 5 resources per die)
Ahhh, there we go. Immense dice costs, negligible R/die cost. Once we get our Plan targets for other Agriculture stuff met, we can hammer on this and have the promised two phases done in, oh... four turns or so. And it'll be really cheap. I love this.

[ ] Vertical Farming Projects (Stage 3)
A third wave of facilities – still focused on GDI's secondary cities – will see broad-scale development of additional meat and egg production, but also a selection of consumer and core crops. While the program overall will continue to be expensive, it is a way to increase most significant indicators.
(Progress 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
(Progress 0/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
Oh hey, the alloys made Vertical Farming Projects cheaper!

[ ] Poulticeplant Deployment (New)
Poulticeplants as a whole are not a revolution in battlefield or civil medicine. However, they are quite useful, both in providing a cheap and easy way to immediately treat wounds and in distributing manufacturing capacity down to the level of individual operating bases and apartments, meaning that the system is noticeably more resilient when it comes to disruption in service. (Plant Genetics)
(Progress 0/150: 15 resources per die) (+1 Health)
Worth trying. Might be worth two dice. I'm just glad it's cheap. I was afraid it'd be 20-25 R/die

[ ] IHG Tiberium Processing Plants (Stage 1) (New)
Building a first wave of Improved Hewlett Gardener plants will noticeably increase GDI's supply of Stable Trans-Uranic materials. While significantly more expensive to operate, especially as the last of the kinks in the process are worked out, the wonder materials are enough of a priority to make this noticeably effective.
(Progress 0/190: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)

[ ] Tiberium Processing Refits (Phase 5)
A final wave of postwar, and pre Hewlett Gardener Process redevelopment will retire older processes, and bring the entire Initiative stock of refining capacity to the modern day. However, at this time, it will do little more than expand a surplus, as GDI lacks sufficient Tiberium income to make use of these refineries.
(Progress 6/95: 20 resources per die) (+50 processing capacity [-250 during refits])
Oh boy, oh boy... this is a toughie. Although, uh... The IHG Tiberium Processing Plants project doesn't seem to actually have a boost to STU's. It says it will "noticeably increase GDI's supply," but no number is attached to that effect. Maybe someone else already addressed this. Also, notably, this is a separate project from the old refits of existing old plants so they can perform the H-G process at all.

[ ] 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)
Well worthwhile. May lead to tiberium-eating goats, as opposed to the traditional outcome of tiberium eating goats.

[ ] GDSS Columbia (Phase 4) (Updated)
Rapid development of the station has left it with plenty of rough edges. While the habitation spaces will be massively expanded, more than doubling in capacity by the time the next wave completes, there will also be significant effort made towards tuning and refining existing systems.
(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
(Progress 0/1085: 20 resources per die) (2k Permanent residents) (+3 available Bays) (10 Political Support)

[ ] GDSS Shala (Phase 2) (Updated)
With the core of Shala complete, a steel snowflake in space, it is ready for the first habitants, and more importantly the first of what will become a substantial set of experimental agronomy bays. While most are designated towards short term crops like wheat, rice, and peppers, some handful are planned for longer term options. These range from C. cassia and M. fragrans, to apples, pears, lemons and more. (Station)
(Progress 50/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
(Progress 0/270: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay)
(Progress 0/540: 20 resources per die) (.3k permanent residents) (+4 Food, +2 Consumer Goods) (15 Political Support) (+2 available Bays)
(Progress 0/1085: 20 resources per die) (.4k permanent residents) (+8 Food, +4 Consumer Goods) (20 Political Support) (+3 available Bays)
Hm. Looks like the alloy benefits affect the stations. That doesn't mean we shouldn't be aggressively working on the stations, though, because the opportunity cost of waiting several turns to finish them isn't worth it. However, it does make the alloy foundries themselves more attractive.

[ ] Conestoga Class Development (Platform)
With the outer system beginning to be explored, and the Pathfinder already bringing back massive quantities of scientific information, an improved model can be constructed. A revised version of the Pathfinder design, it will be intended for mass production, once sufficient orbital infrastructure exists to build it.
(Progress 0/60: 30 resources per die)
Be nice to do this.

[ ] 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)
:D

Well, we know we have tiberium-based mutant psychics around, so hell, I'm willing to blow a Service die on it. Especially to satiate the Mad Science counter. The catch is that even if we do two dice on Kamisuwa and two dice on the "wild child" Service project ideas, we still spend the same amount of R we would on the Services AEVA. So I dunno.

One thing to remember is that we don't want to blow all our Mad Science options at once. Counterproductive; we'll need to keep spacing them out.

[ ] Strategic Area Defense Networks (Phase 1)
While defending the vastness of GDI's territories is effectively impossible, especially with the distinctly limited effectiveness of missile based ABM and ACM systems, there are areas which are much smaller, and can be defended effectively without requiring hundreds of installations. Mecca and Chicago for example can both use small numbers of defense sites to render them significantly hardened against Brotherhood strategic strikes. Adding new Infernium lasers to the batteries will increase upkeep costs, but cut the total number of batteries required.
(Progress 0/260: 20 resources per die) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/310: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
(Progress 0/355: 20 resources per die) (-1 Energy) (Projected: 2 quarters to begin, 6 quarters to complete)
Okay, SADN is something we really should start making progress on soon, if we can.

[ ] Orca Wingmen Drone Deployment (Phase 1) (High Priority)
Deploying Wingman drones for the Orca program will rapidly increase the effectively available CAS and ASW assets around the world, especially for land based air. Additionally, with these following the A-16 pattern, and therefore carrying air to air missiles, they will be a significant aid in fending off Brotherhood air attack.
(Progress 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
(Progress 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods) (Projected: 4 quarters to begin, 16 to complete)
Oh nice, alloys cut the costs here!

[ ] Low Orbit Support Satellite Constellations
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/175: 10 resources per die) (Satellite)
This would be an appealing project to have before Karachi, so as to get a sense of what kind of stealthed installations are present in that region and along the Indian coast.

[ ] Railgun Munitions Factories (Phase 2) (Munitions)
Railgun munitions to begin with will be issued in small numbers. A handful of shells per tank, and likely below five percent of the load of most other munitions. Even this limited supply will increase the tactical flexibility of the weapons by a great deal.
(Progress 89/195: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
(Progress 0/190: 10 resources per die) (-1 Labor, -1 Energy)(Projected 1 quarter to begin, 6 quarters to complete)
We should probably do at least one more phase of this before Karachi.

[ ] Ground Forces Zone Armor (Set 1) (Phase 4) (Very High Priority)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force. The refit will create a leaner, harder, and drastically more lethal force, one that can engage the best that NOD has to offer, and come out on top. While this first wave of factories will only be enough to equip the tip of the spear, that is the area with the most vital set of requirements. A reorganization has permitted the Treasury to more effectively pursue this project, which allows for resources that were earmarked for a factory that completed ahead of schedule to be easily shifted to a factory lagging behind.
Tokyo (Progress 155/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Pyongyang (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
Santiago (Progress 0/170: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) (Projected: 2 quarters to begin, 10 quarters to complete)
This is still "Very High Priority" and really, really shouldn't be neglected.

[ ] GD-3 Deployment (Phase 1) (New)
While the GD-3 is a fundamentally simple and conventional design, there are still the challenges of time, and resources. While the most radical proposals include rapidly phasing out the GD-2 within Seo's time in office, more reasonable ones focus on the leading edge of the Initiative's military, and then cycling the production back as GDI deploys ever more units in Zone Armors.
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy) (Projected 3 quarters to begin, 18 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)
(Progress 0/350: 10 resources per die) (-1 Energy, -1 Capital Goods) (Projected 3 quarters to begin, 24 quarters to complete)
As I'd feared: low-R, high-dice project.

Kind of annoying that this is apparently neither a "refits" nor a "munitions" project, given that it's very much about manufacturing weaponry and it's explicitly about retooling existing production lines.

[ ] Hallucinogen Countermeasures Deployment
While not the revolutionary treatments desired, producing a small-scale field deployment of effective hallucinogen countermeasures will be a potentially significant shift in the ability of GDI to hold terrain against Brotherhood infiltration.
(Progress 0/115: 25 resources per die) (Projected 2 quarters to begin, 6 quarters to complete)
With the timing information... maybe this is a Karachi-friendly project.[/quote] But there are so many...

[ ] Stealth Disruptor Deployment (New)
While less overall effective than the still around nine kilometer range of current generation sensors, it is still a potentially useful tool, and one that needs further development as both an attack surface against such targets as stealth tanks and Vertigo bombers, and as a means of ensuring that next generation stealth combats remain in the Initiative's favor.
(Progress 0/200: 15 resources per die) (-1 Capital Goods, -2 Energy) (Projected 6 quarters to begin, 8 quarters to complete)
Well, holy crap, I wasn't expecting this to be so cheap per die! Can't really get any good from it for Karachi, but I'm happy to kick it up the priority list in general.

[ ] Infernium Laser Refits
While the Infernium lasers will not be completely replacing older CBL designs, they do need to have a system built to produce them in large numbers, some several thousand units, with the expectation of needing hundreds a year going forwards.
(Progress 0/430: 30 resources per die) (-1 STU, -2 Energy) (Projected: 2 quarters to begin, 24 quarters to complete)
Huh. The alloy foundries made the laser refits cheaper? Now that's a surprise! I'd kind of like to do this in time to help for Karachi, the prospect of a naval battle there makes me nervous, and one of the easiest ways for the Bannerjees to contest the landings would just be to huck antiship missiles at us.

[ ] Modular Rapid Assembly Prototype Factory (New)
The Chicago based program has been the overall most successful, and the most straightforward. While the program as a whole will need significant support from MARV hubs for actual functionality, it is primarily components off the shelf, and needs the least technological innovation to begin seeing impact in the field.
(Progress 0/335: 20 resources per die) (-2 Energy, -1 Labor, -1 Capital Goods) (Projected: 3 quarters to begin, 16 quarters to complete, will be extended by further MARV hub construction)
Huh. That's definitely an interesting thing to work with, though I think I'd rather finish our weapon research projects first and THEN jump on this.

[ ] Administrative Assistance
While the bureaucrats of the Treasury are not specialists in the many complex technical jobs the projects need, they are experts in paperwork. By offloading part of a sub-department's administrative work onto the bureaucrats directly, project specialists will have to spend less time writing reports. The extra paperwork involved tends to make this slightly inefficient in terms of manpower though.
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
Might be nice to do this on the caffeinated kudzu project just to get the +1 bonus to dice a little sooner, but we might not. I could see it either way.

[ ] Transfer Funding to InOps
InOps has negotiated for a share of the funding, and with the degree of income increases, they have come knocking at your door sooner than originally planned. While they certainly won't oppose the original schedule, it is something where the sooner they get the funding, the more aggressively they can spend, especially in the latter half of the plan.
(-60 Resources per Turn) [/quote]We have to do this next turn. I wouldn't mind doing it this turn, but it kind of conflicts with doing alloy foundries, because alloy foundries really eat into the discretionary budget.

[ ] Interdepartmental Favors
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor.
(Can select multiple)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Air Force: Deploy all Orca Wingman Drones before the end of this plan: +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
-[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
Huh. Well, I'm very comfortable making that promise to Health and Welfare, and frankly I'd be happy to do the promises to the Air and Ground Forces. The Space Force promise, I dunno. The Talons promise... Well, we totally could do it, but I'd rather stick to the 20 R/die projects for now.
 
--EDIT: Removed to keep the tally-machine from getting confused.--

Here's my plan. Did this on my phone at work so feel free to ask questions or point out mistakes.
 
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Hm. Thoughts on plans will wait until I can check the vote and see who's the front-runners.

I cannot vote for any plans that don't do ths project. ⋟^◕ܫ◕^⋞
You have my sympathies. :D

Wasn't there something about the Nod processing plants using repulsorplates to make STUs at a higher efficiency? Might need this for another stage of processing improvements
Damn, that's a good point- though I doubt we'd get the option immediately. Still, this should be a high enough priority to justify spending HI dice at all, which is really saying something given how many high-profile options we have there.

How do people feel about stalling out on PEV plants?
Bad. I feel bad about it, because it's a genuinely popular and strongly desired project, and lack of vehicle availability is probably actually affecting the civilian economy because there's a lot of applications for which just being able to have a frickin' pickup truck- or more generally, the ability to independently move around from job site to job site without taking mass transit- actually matters.

I feel like neglecting this project because other stuff makes our indicators go up more is a lot like neglecting certain Agriculture projects because they're ultimately not so important; after all, it's only food quality! If we're paying attention to quality of life, we need to be consistent about that and give care and attention to aspects of people's lives that are not edible.

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.
At six dice per turn it's really pretty easy to do it all.

I really want to put Erewhon on this
That's hilarious and I love it, and I have no idea what would happen.

I'd rather us not do anything more experiments with Tiberium.
Like... at all? In any capacity? No more tiberium science of any kind? Not sure what you're suggesting here.
 
Does anyone have an idea of the current population of the GDI and how they are arranged geographically? The same information about the Brotherhood would be appreciated, but is not necessary. I'm trying to create a population map.
 
Oh boy, oh boy... this is a toughie. Although, uh... The IHG Tiberium Processing Plants project doesn't seem to actually have a boost to STU's. It says it will "noticeably increase GDI's supply," but no number is attached to that effect. Maybe someone else already addressed this. Also, notably, this is a separate project from the old refits of existing old plants so they can perform the H-G process at all.
Because it is a fractional number at the moment. Because it is 450 producing 5 STUs instead of 500. So difficult to turn into a simple expression.
 
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.
I think we're okay with a big push on vein mining for this turn. MARVs are worth considering for the near future, of course!

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... think you're right, actually.

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.
The GO date for Karachi is probably only a little more than a year from now. There's no way we could invent these things from scratch and have them in mass-produced military vehicles, even on a low level, in time.

We realistically shouldn't expect to have anything for Karachi that isn't already a deployment project, and even those will often not have meaningful amounts of equipment ready in time, depending on exactly which project you're looking at.

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.
Capital Goods shortages are very unfavorable, and we'd probably get a lot of negative attention from the public at large even if the stockpiles can handle it. It would look bad. I'm not sure the benefits of those projects will turn out to be worth it.

I may have a plan for you...
Ah, good.

See, I'm just gonna note on the side that I continue to insist that I'm only going to vote for plans that have more than one die on improved fusion research. Alloys are great and all, but we're running through our Energy stockpile and we're going to run out sooner or later. If we don't finish improved fusion in 2062Q3, then it might well be 2063Q1 before we get any second-generation fusion plants, which leaves us forced to get our Energy from elsewhere.

That big +Energy cushion we built up gave us a grace period during which we could cease to build additional fusion reactors, but we've used a lot of that grace period.

So I really, really think we need to prioritize that. Even to the point of not slow-walking it, because it would really help if we finish that There was a lot, like a lot of support for doing that during the discussions we had over the past couple of weeks, and I think people were right to consider that.

Because it is a fractional number at the moment. Because it is 450 producing 5 STUs instead of 500. So difficult to turn into a simple expression.
Ahhh. Sorry to pester you!

...

[Not really a response to Ithillid, just a general musing]

I note that we don't have a project to refit any refineries to the IHG process. I think we actually do have to finish the first-generation refits, and that everyone who said so was right.

(I don't think I ever said so, though I don't recall ever specifically denying it either; I think I was just unsure before)
 
[X]Plan Flowering into Space, and Black Budgets.
-[X]Infrastructure: (5 dice+Erewhon) 75 Resources
--[X] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
--[X] Urban Metros (Phase 4) 0/145 2 dice 30R 84%
--[X] Postwar Housing Refits (Phase 1) 0/190 2 dice+Erewhon 30R 83%
-[X] Heavy Industry: (6 dice+2 free dice+1AA die) 300 Resources
--[X] U Series Alloy Foundries (Phase 2) 116/575 6 dice 240R 79%
--[X] Improved Continuous Cycle Fusion Development 0/120 1 die+1AA die 40R 75%
--[X] Second Generation Repulsorplate Development (New) 0/60 1 die 20R 94%
-[X] Light & Chemical Industry: (5 dice) 80 Resources
--[X] Carbon Nanotube Foundry Expansions 0/285 2 dice 40R
--[X] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
--[X] Home Robotics Factories (New) 0/145 2 dice 30R 66%
-[X] Agriculture: 70 Resources
--[X] Reforestation Campaign Preparations (Phase 1) 2 dice 10R
--[X] Vertical Farming Projects (Stage 3) (Updated) 74/240 2 dice 30R 56%
--[X] Poulticeplant Deployment (New) 0/150 2 dice 30R 77%
-[X] Tiberium (7 dice): 120 Resources
--[X] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 6 dice 120R 74%
--[X] Security Review 1 die locked
-[X] Orbital (7 dice+5 free dice): 240 Resources
--[X] GDSS Columbia (Phase 4) (Updated) 138/545 4 dice 80R 27%
--[X] GDSS Shala (Phase 2+3+4) (Updated) 50/945 8 dice 160R 2%
-[X] Services: (4 dice) 45 Resources
--[X] Advanced Electronic Video Assistant Deployment (Services) 0/200 2 dice+1 locked 40R 31%
--[X] Prototype Biosculpt (New) 0/40 1 die 15R 100%
-[X] Military: (8 dice) 150 Resources
--[X] Advanced ECCM Development 0/40 1 die 20R 100%
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/260 3 dice 60R 48%
--[X] Ground Forces Zone Armor (Set 1) (Phase 4) 155/180 1 die 20R 100%
--[X] Stealth Disruptor Deployment (New) 0/200 2 dice 30R 29%
--[X] Buckler Shield Development 0/100 1 die 20R 51%
-[X]Bureaucracy (4 dice) 60 Resources
--[X] Transfer Funding to InOps 1 die -60 RpT auto
--[X] Administrative Assistance 2 dice
--[X] Security Review Tiberium 1 die

The Unique features of my plan start at the bottom with actually transferring funds to InOps early. That gets it out of the way, but still has a reasonable chance of success.

I went with AECCM development because it's a project that directly increases the efficiency of SADN, so there's no reason to do SADN before it, and the sooner we do it, the sooner we can do SADN. I do an AA die on I-CCF because there's so little to do with our Bureaucracy dice-we don't actually need oodles of them to do what we have to do, and we don't need lots of PS right now. I do Prototype Biosculpting because Derpmind won't vote for me otherwise, and I purposefully slow-roll AEVA because that way we have to pay for one fewer dice (and maybe if it is locked next turn, one fewer die then as well.) Shala gets emphasis in Orbital to catch it up to Columbia, but neither is neglected. We need both to unlock successor stations and moon-cities.

I grab Vertical Farms in agriculture, because it's cheaper than dairy farms for 2 dice, and start work on the reforesting project that will last all the rest of the plan. Poulticeplants get deployed so we can roll them out faster than NOD can. LCI gets a scattering of dice-mostly because we paid out of our bonus for those home-robots, so I want to see what comes next after them. Nanotubes has to wait a turn as a result, but I can live with that.

HI gets the money for fusion, alloys and a little extra for experimental hoverplates, in the hopes that 'more efficent STU use' might come out of them. And I want to let Erewhon get it's interior designer on, so housing rebuild it is.
 
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[X] Plan: Yo Dawg I Heard You Like Space and Plants and Catgirls
-[X] Infrastructure 5/5 (1 for security review) 90R
--[X] Communal Blue Zone Arcologies 328/395 1 die 15R 100%?
--[X] Suborbital Shuttle Service (Phase 2) 22/240 3 dice 75R 87%
--[X] 1 die allocated for Security Review
-[X] Heavy Industry 6/6 + 1 105R
--[X] Improved Continuous Cycle Fusion Development 0/120 1 die 20R 34%
--[X] North Boston Chip Fabricator (Phase 5) 36/2280 5 dice 75R
--[X] Personal Electric Vehicle Plants 175/295 1 die 10R 39%?
-[X] Light & Chemical Industry 5/5 90R
--[X] Artificial Wood Furniture Plants 33/95 1 die 10R 77%
--[X] Carbon Nanotube Foundry Expansions 0/285 4 dice 80R 66%
-[X] Agriculture 6/6 + 1 120R
--[X] Dairy Ranches (Phase 1) 0/195 2 dice 40R 26%?
--[X] Poulticeplant Deployment (Phase 1) (New) 0/150 2 dice 30R 52%?
--[X] Spider Cotton Plantations (Phase 1) 0/165 2 dice 30R 52%?
--[X] Tarberry Development 0/40 1 die 20R 100%
-[X] Tiberium 7/7 (1 for security review) 130R
--[X] Tiberium Vein Mines (Stage 4+5+6) 65/555? 4 dice 80R 10%?
--[X] Intensification of Green Zone Harvesting (Stage 8) 4/95 1 die 15R ?
--[X] IHG Tiberium Processing Plants (Stage 1) (New) 0/190 1 die 35R
--[X] 1 die allocated for Security Review
-[X] Orbital 7/7 + 5 + Erewhon 260R
--[X] GDSS Columbia (Phase 4) 138/545 6 dice + Erewhon 140R ~100%?
--[X] GDSS Shala (Phase 2+3) 50/405 6 dice 120R ~100%?
-[X] Services 4/4 (1 for security review) 60R
--[X] Kamisuwa Optical Laboratories 79/245 1 die 20R
--[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R
- -[X] Prototype Biosculpt (New) 0/40 1 die 15R 100%
--[X] 1 die allocated for Security Review
-[X] Military 8/8 170R
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 147/350 3 dice 60R 89%?
--[X] Infernium Laser Refits 0/430 1 die 30R
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/260 3 dice 60R 48%
--[X] Medium Tactical Plasma Weapon Deployment 0/75 1 die 30R ?
-[X] Bureaucracy 4/4
--[X] Security Reviews (Tiberium) DC50 2 dice 100%
--[X] Security Reviews (Services) DC50 1 die 94%
--[X] Security Reviews (Infrastructure) DC50 1 die 94%

Free Dice 7/7 (5 Orbital, 1 HI, 1 Agri)
Erewhon 1/1 (Orbital)

1035/1110 + 25
 
Just got back home so I can now post a plan.

I'm wondering if I should drop tarberries in favour of finishing wadmalaw this quarter.

[X] Plan Mad Cat Ear Science
-[]Infrastructure 5/5 135R
-[X] Communal Blue Zone Arcologies 1 die 15R 85%
(progress 328/395: 15 resources per die, +6 High Quality Housing, +2 Consumer Goods, +1 Energy Reserve, -1 Energy)
-[X] Chicago Planned City (Phase 4) 3 dice + 2 free dice + 1 Heavy Industry die 120R 0%
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 52/1050: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)
-[X] Security Review 1 die
-[X]Heavy Industry 6/6 120R
-[X] Improved Continuous Cycle Fusion Development 2 dice 40R 96%
(Progress 0/120: 20 resources per die)
-[X] Low Velocity Particle Applicator Development 1 die + 1 Erewhon die 40R 79%
(Progress 0/120: 20 resources per die)
-[X] Personal Electric Vehicle Plants 2 dice 20R 93%
(Progress 175/295: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support)
-[X] Second Generation Repulsorplate Development 1 admin die 20R 56%
(Progress 0/60: 20 resources per die)
-[X] Chicago Planned City 1 die
-[X]Light and Chemical Industry 5/5 90R
-[X] Carbon Nanotube Foundry Expansions 4 dice 80R 66%
(Progress 0/285: 20 resources per die) (+4 Capital Goods)
-[X] Artificial Wood Furniture Plants 1 die 10R 77%
(Progress 33/95: 10 resources per die) (+4 Consumer Goods)
-[X]Agriculture 6/6 95R
-[X] Agriculture Mechanization Projects (Phase 2) 2 dice 30R 14%
(Progress 26/245: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods)
-[X] Vertical Farming Projects (Stage 3) 3 dice 45R 96%
(Progress 74/235: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[X] Tarberry Development (Tech) 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[X]Tiberium 7/7 130R
-[X] Tiberium Vein Mines (Stage 2) 4 dice 80R 100%
(Progress 65/190: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods)
-[X] Tiberium Processing Refits (Phase 5) 1 die 20R 65%
(Progress 6/95: 20 resources per die) (+50 processing capacity [-250 during refits])
-[X] Tiberium Inhibitor Deployment
--[X] Blue Zone 1 1 die 30R 59%
(Progress 0/95: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[X] Security Review 1 die
-[X]Orbital 7/7 220R
-[X] GDSS Columbia (Phase 4) 7 dice 120R 99%
(Progress 138/545: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
-[X] GDSS Shala (Phase 2) 2 free dice 40R 100%
(Progress 50/135: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
-[X] GDSS Enterprise Bays (2 available)
--[X] Fusion Shipyard 3 free dice 60R 0%
(Progress 0/490: 20 resources per die) (-2 STU, -1 Capital Goods)
-[X]Services 4/4 80R
-[X] Regional Hospital Expansions (Phase 1) 1 die 25R 56%
(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[X] Kamisuwa Optical Laboratories 2 dice 40R 99%
(Progress 79/245: 20 resources per die) (-2 Labor, -2 Energy)
-[X] Prototype Biosculpt 1 die 15R 100%
(Progress 0/40: 15 resources per die) (MS)
-[X]Military 8/8 190R
-[X] Zrbite Sonic Weapons Development (Tech) 1 die 20R 91%
(Progress 0/60: 20 resources per die) (High Priority)
-[X] Orca Wingmen Drone Deployment (Phase 1) 4 dice 80R 91%
(Progress 0/260: 20 resources per die) (-1 Labor, -3 Energy, -1 Capital Goods)
-[X] Ground Forces Zone Armor (Set 1) (Phase 4) 2 dice 40R 100%
(Progress 155/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods)
-[X] Medium Tactical Plasma Weapon Deployment 1 die 30R 71%
(Progress 0/75: 30 resources per die)
-[X]Bureaucracy 4/4
-[X] Administrative Assistance (Second Generation Repulsorplate Development) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[X] Security Reviews (Infrastructure) 1 die + 1 Infrastructure die 94%
(DC 50 + 1 operations die)
-[X] Security Reviews (Tiberium) 1 die + 1 Tiberium die 94%
(DC 50 + 1 operations die)
-[X]Free Dice 7/7
-[X] 2 in Infrastructure
-[X] 5 in Orbital
-[X]Resources Income 1060/1125 Reserve 0/25 Bank 100

EDIT:
[X] Plan Attempting To Grow Cat Ears And Build Hospitals
 
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From what I understand of the IHG Processing if we converted all of our active processing into IHG processing we'd be getting 1 STU per 90 active processing. This would be costing us an energy per every 112.5 Processing and a Logistics every 150 Processing, instead of the base HG Process that provided 1 STU per 100 active processing and costs 1 Energy per 150 processing and a Logistics every 200 processing.

To that end we can project that the IHG Refits would cost an additional:
3350 (Current Processing Capacity) = 3400 Processing Total going into IHG Refits

3400/150 = 22.667 Current Energy Cost
3400/200 = 17 Current Logistics Cost

3400/112.5 = 30.222 Projected Energy Cost
3400/150 = 22.667 Projected Logistics Cost

Net Energy Cost: 8.444
Net Logistics Cost = 5.667

Given our currently active processing of 2535 we would have an increase of 28-25 = 3 STUs by completing the Refits.
 
Coming back with a quick second plan. This one has Predictive Modeling for a cost of 10 Capgoods. I think it's worth it, but if you disagree there's Fusion in Space which trades that for another review die in Tiberium.

[X] Plan Fusion Modeling in Space
-[X] Infrastructure (5 dice +36 bonus) 70R
--[X] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
--[X] Urban Metros (Phase 4) 0/145 2 dice 30R 84%
--[X] Suborbital Shuttle Service (Phase 2) 22/240 1dice 25R
--[X] Security Review
-[X] Heavy Industry (6 dice +2 Free, +33 bonus) 250R
--[X] Improved Continuous Cycle Fusion Development 2 dice 40R 96%
--[X] U Series Alloy Foundries (Phase 2) 116/575 5 dice 200R 35%
--[X] Personal Electric Vehicle Plants 175/295 1 die 10R 29%
-[X] Light and Chemical Industry (5 dice +23 bonus) 90R
--[X] Carbon Nanotube Foundry Expansions 0/285 3 dice 60R 17%
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 1 dice 20R
--[X] Artificial Wood Furniture Plants 33/95 (1 Die, 10 R)
-[X] Agriculture (6 dice +28 bonus) 105R
--[X] Tarberry Development 0/40 1 die 20R 100%
--[X] Vertical Farming Projects (Stage 3) 74/235 2 dice 30R 61%
--[X] Spider Cotton Plantations (Phase 1) 0/165 2 dice 40R 66%
--[X] Department of Core Crops (-1 Dice)
-[X] Tiberium (7 dice +38 bonus) 120R
--[X] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 5 dice 100R 26%
--[X] Tiberium Wildlife Experiments (New) 0/60 1 die 20R 99%
--[X] Security Review
-[X] Orbital (7 dice + 5 Free + E +33 bonus) 260R
--[X] GDSS Columbia (Phase 4) (Updated) 138/545 5 dice 100R 78%
--[X] GDSS Shala (Phase 2+3) (Updated) 50/405 3 dice 80R 7%
--[X] Fusion Shipyard 0/490 4 dice+E 100R
-[X] Services (4 dice +31 bonus) 65R
--[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
--[X] Kamisuwa Optical Laboratories 79/245 1 dice 20R
--[X] Occult Investigations (New) 0/30 1 die 5R 100%
--[X] Prototype Biosculpt (New) 0/40 1 die 15R 100%
-[X] Military (8 dice +30 bonus) 160R
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 37%
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 2 dice 40R 33%
--[X] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 66%
--[X] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
--[X] Advanced ECCM Development 0/40 1 die 20R 100%
-[X] Bureaucracy (4 dice +28 bonus)
--[X] Interdepartmental Favors (Ground Forces, Space Force, Steel Talons)
--[X] Security Review (Tiberium)
--[X] Security Review (Infrastructure)
--[X] Predictive Modeling Management (-10 Capital Goods) (Changes dice to 2d50)

[X] Plan Fusion in Space
-[X] Infrastructure (5 dice +36 bonus) 70R
--[X] Communal Blue Zone Arcologies 328/395 1 die 15R 85%
--[X] Urban Metros (Phase 4) 0/145 2 dice 30R 84%
--[X] Suborbital Shuttle Service (Phase 2) 22/240 1dice 25R
--[X] Security Review
-[X] Heavy Industry (6 dice +2 Free, +33 bonus) 250R
--[X] Improved Continuous Cycle Fusion Development 2 dice 40R 96%
--[X] U Series Alloy Foundries (Phase 2) 116/575 5 dice 200R 35%
--[X] Personal Electric Vehicle Plants 175/295 1 die 10R 29%
-[X] Light and Chemical Industry (5 dice +23 bonus) 90R
--[X] Carbon Nanotube Foundry Expansions 0/285 3 dice 60R 17%
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 1 dice 20R
--[X] Artificial Wood Furniture Plants 33/95 (1 Die, 10 R)
-[X] Agriculture (6 dice +28 bonus) 105R
--[X] Tarberry Development 0/40 1 die 20R 100%
--[X] Vertical Farming Projects (Stage 3) 74/235 2 dice 30R 61%
--[X] Spider Cotton Plantations (Phase 1) 0/165 2 dice 40R 66%
--[X] Department of Core Crops (-1 Dice)
-[X] Tiberium (7 dice +38 bonus) 120R
--[X] Tiberium Vein Mines (Stage 4+5+6) (Updated) 60/560 5 dice 100R 26%
--[X] Tiberium Wildlife Experiments (New) 0/60 1 die 20R 99%
--[X] Security Review
-[X] Orbital (7 dice + 5 Free + E +33 bonus) 260R
--[X] GDSS Columbia (Phase 4) (Updated) 138/545 5 dice 100R 78%
--[X] GDSS Shala (Phase 2+3) (Updated) 50/405 3 dice 80R 7%
--[X] Fusion Shipyard 0/490 4 dice+E 100R
-[X] Services (4 dice +31 bonus) 65R
--[X] Regional Hospital Expansions (Phase 1) 213/300 1 die 25R 56%
--[X] Kamisuwa Optical Laboratories 79/245 1 dice 20R 62%
--[X] Occult Investigations (New) 0/30 1 die 5R 100%
--[X] Prototype Biosculpt (New) 0/40 1 die 15R 100%
-[X] Military (8 dice +30 bonus) 170R
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 37%
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 2 dice 40R 33%
--[X] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 66%
--[X] Zrbite Sonic Weapons Development 0/60 1 die 20R 91%
--[X] Advanced ECCM Development 0/40 1 die 20R 100%
-[X] Bureaucracy (4 dice +28 bonus)
--[X] Interdepartmental Favors (Ground Forces, Space Force, Steel Talons)
--[X] Security Review (Tiberium) x2
--[X] Security Review (Infrastructure)

Both cost the same at 1130/1150.
 
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My main beef with catgirls right now is that the stations spit out so much PS that if we don't do -PS mad science, we're just going to end up wasting it. Biosculpting being PS-neutral bumps it down below Occult Investigations and Tiberium Wildlife for me.
 
My main beef with catgirls right now is that the stations spit out so much PS that if we don't do -PS mad science, we're just going to end up wasting it. Biosculpting being PS-neutral bumps it down below Occult Investigations and Tiberium Wildlife for me.
2 phases of Shala and 1 of Columbia should put us at 99 PS, which we can then spend next turn. But right now I only want to do 1 MS project to see how much that raises things by (that and dice are tied up in non MS projects that I can do more than 1 free without cutting projects I want more).
 
Areas I think are worth comment before presenting my plan:

Heavy Industry:
I am deeply uncomfortable with abandoning Personal Electric Vehicle Plants or underspending on improved fusion research. The part where the PEV plants are popular enough to be worth +10 Political Support should clue us in to the fact that the public really wants them and that they're almost certainly a quality of life issue, on par with high-quality food. Note that the entire dairy ranch program gets us +5 PS, whereas this one industrial project is +10 PS.

Likewise, improved fusion research is important because it's going to take us time to build any of the new plants, especially with our Heavy Industry dice being in such intense demand with the foundry project itself. We're not immune to running out of Energy, so unless people are really, really comfortable with liquid tiberium reactors on a very large scale... we need the new fusion plants, and we need them quickly enough that it's worth at least using Erewhon's help to increase our chances.

I respect that people want seven dice on alloy foundries and will try to make that happen, and I already had six on the foundries, which gives us a better than even chance of completion. But I really do think we need to take PEV plants and improved fusion very seriously, and treat them as high priorities.

Agriculture:
I think it's worth spending an AA die to accelerate the kudzu plantations by one turn. A +1 to all dice across all projects is very valuable, and getting it even one turn sooner is worth a small expenditure.

Tiberium:
I strongly suspect that the project to refit existing H-G plants with the improved process is gated behind finishing the last refits of the old pre-TWIII plants that don't even use the H-G process at all. Since building a vast array of new refineries would be very expensive, it's probably best if we at least try to unlock the refits, since there's no option for "just retire the last of the old plants."

Military:
While the wingman drones for the Orcas are my main priority, I don't want to short zone armor production too badly. It's Very High priority for a reason, and we've had chronic shortfalls and problems getting suits into production for several turns in a row now.



In honor of the most unexpected project to be added to this plan draft, the title has been changed.

BUDGET: 1150 R

1145/1150 R
7/7 Free dice

[] Plan Attempting To Grow Cat Ears
-[] Infrastructure (5/5 Dice, +36 bonus, 70 R)
--[] Communal Blue Zone Arcologies 328/395 (1 die, 15 R) (85% chance)
--[] Urban Metros (Phase 4) 0/145 (2 dice, 30 R) (84% chance)
--[] Suborbital Shuttle Service (Phase 2) 22/240 (1 die, 25 R) (1/2.5 median)
--[] Security Review
-[] Heavy Industry (6/6 Dice + 3 Free dice + EREWHON!, +33 bonus, 330 R)
--[] U Series Alloy Foundries (Phase 2) 116/600 (7 dice, 280 R) (97% chance)
--[] Personal Electric Vehicle Plants 175/295 (1 die, 10 R) (29% chance)
--[] Improved Continuous Cycle Fusion Development 0/120 (1+E dice, 40 R) (78% chance)
-[] Light Industry (5/5 Dice, +23 bonus, 85 R)
--[] Carbon Nanotube Foundry Expansions 0/285 (3 dice, 60 R) (17% chance)
--[] Artificial Wood Furniture Plants (New) 0/95 (1 die, 10 R) (77% chance)
--[] Home Robotics Factories 0/145 (1 die, 15 R) (1/2 median)
-[] Agriculture (6/6 + AA Dice, +28 bonus, 100 R)
--[] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (AA die, 10 R) (95% chance)
--[] Vertical Farming Projects (Stage 3+4) 74/470 (6 dice, 90 R) (Stage 3, 90% chance Stage 4, 2% chance Stage 5)
-[] Tiberium (7/7 Dice, +38 bonus, 125 R)
--[] Tiberium Vein Mines (Stage 4+5) 65/375 (4 dice, 80 R) (Stage 4, 82% Stage 5)
--[] Intensification of GZ Harvesting (Stage 8) 4/95 (1 die, 15 R) (63% chance)
--[] Tiberium Processing Refits (Phase 5) 6/95 (1 die, 20 R) (65% chance)
--[] Security Review
-[] Orbital (7 + 3 Free dice, +33 bonus, 200 R)
--[] GDSS Shala (Phase 2+3) 50/405 (4 dice, 80 R) (Phase 2, 60% chance Phase 3)
--[] GDSS Columbia (Phase 4) 138/545 (6 dice, 120 R) (98% chance)
-[] Services (4/4 Dice + 1 Free die, +31 bonus, 75 R) (FOR SCIENCE!!!)
--[] -1 die for AEVAtime
--[] AEVA Deployment (Services) 0/200 (3 dice, 60 R) (88% chance)
--[] Prototype Biosculpt (New) 0/40 (1 die, 15 R) (100% chance) (FOR SCIENCE!!!)
-[] Military (8/8 Dice, +30 bonus, 160 R)
--[] Zrbite Sonic Weapons Development 0/60 (1 die, 20 R) (91% chance)
--[] Orca Wingmen Drone Deployment (Phase 1) 0/260 (4 dice, 80 R) (91% chance)
--[] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/360 (2 dice, 40 R) (Phase 4, 25% Phase 5)
--[] Buckler Shield Development 0/100 (1 die, 20 R) (51% chance)
-[] Bureaucracy (4 Dice, +28 bonus)
--[] Tiberium Security Review (1 die)
--[] Infrastructure Security Review (1 die)
--[] Administrative Assistance: Wadmalaw Kudzu (2 dice)

(EDIT: X's removed for conservation)
 
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So I'm considering taking a crack at making a plan, and to be clear, we need to leave exactly 100 R in reserve for banks, yes? In addition, are these bits ((-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development)) factored into the equation already or are they something we have to math out ourselves?
Thanks in advance to anyone who can answer this.

I... think you're right, actually.
Also, to put to question, what part of that smorgasbord of a statement do you think is correct, that there are only four projects that benefit from the departments, or that there is an implication of there being more going on?
On a related note, if there do turn out to be more things affected, then it would be nice to have some kind of indicator as we do for MAD SCIENCE.
 
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