On an entirely different topic,
I don't think we need to space out our mad science projects? If there are any that we want to for their own sake, I think we should do them regardless of the ms counter.

There's a functionally unlimited number of them in the pipeline. It's just that only a small subset of projects in a given category will be displayed at a time, and if we want to see more we need to finish some of the ones we already have.
To clarify my own stance, I think we should do any of them that it feels like a good idea to do in and of themselves, whenever we feel like it. However, if the projects are competing for dice in a hotly contested field (Tiberium, Military) or costing Free dice, or if the primary reason we'd be doing it is just to reset the Mad Science counter, then we might as well stagger the projects by a turn or two, rather than doing two or three at once.

In this case, the available Mad Science projects, in rough order of desirability from most unambiguously a good idea down to probably a waste of time or actively bad idea, are:

Tiberium Wildlife Experiments (clear benefits, clearly delimited PS costs)
Prototype Biosculpt (may disappoint at low quality, probably not going to, say, save a bunch of lives or anything)
Orbital Nuclear Caches (might lead to useful space weapons, not much else)
Enhanced Harvest Tiberium Spikes (we might learn something useful, probably not given the -PS costs of deployment)
Occult Studies (probably useless unless it specifically lets us research delta-class Forgotten)

The first two are probably worth taking in their own right. The third is almost certainly not worth our time for the next year or so, so we should try to avoid needing it. The fourth is deeply problematic and divisive among the voterbase on top of the PS costs, and the fifth is pretty much acceptable but almost certainly a waste of a Service die in practice.

As such, it is arguably worthwhile to do the first two at the same time, but if so, it would make sense to postpone Occult Studies (or one of the other options) by at least a turn or two, because otherwise we're not getting our money/dice's worth out of them given that we're mainly doing them just to reset the Mad Science counter.

After much WHF Longbeard style grumbling and scowling, I have edited in votes for Lightwhispers' and Simon_Jester's plans, as they seem acceptable enough.
While I might not always follow it, I am prepared to listen to any grumbles you may have, and I might consider changing my plan accordingly.

No one likes my plan it seems. Expected, I suppose, but still Big Sad. Guess Suborbital Fighters will have to wait till next quarter.

All of these at least have Fusion Yards, so they'll get my votes.
Honor compels me to admit that my plan, Attempting to Grow Cat Ears, does not work on the fusion shipyard bay for Enterprise. Or did you mean research into improved fusion power on the Earth?

With that said, if I didn't feel compelled to throw so many Military dice at Orca Wingman Drones, I'd be happy to work on Suborbital Fighters. I'll try to bear your wishes on the matter in mind...

The navy also wants a boost for the post landing period where they need to keep the supply line open, new shipyards will take even longer. I hope to do the governor-A refit next turn and the combat laser might get added to that design as refits would be ready sooner than ships from a new yard.
The vehicles are to support the next round of red zone offensives in the years to come as we swap to a zone armor army they going to want vehicles designed for that.
I don't think your intentions here really align with the Navy's needs. The Governor-A modifications may qualify as a refit but we are unlikely to see a great many ships refitted quickly, because the refits are so extensive. Furthermore, there are a variety of other technologies the Navy is hoping to get with the refit, as I understand it, including particularly Buckler Shields, so I'd prefer to be patient on that.

I consider Orca WIngman Drones to be a dual-role Navy/Air Force project, because the drones benefit our carrier aviation forces significantly. I'm definitely planning further naval moves.

On the vehicles subject, I don't actually oppose doing improved APC development, but I'd rather wait a while on the project that improves the tanks, simply because there is no possible way that we'll find the dice to do a deployment of tank factories any time soon. 2064 at the earliest, realistically. We can squeeze in a few APC factories, but that's different.
 
Reposting here now that I've got them nailed down.

I think this should cover all of our major priorities - capgoods, alloys, Space, catgirls, Zrbite weapons for ZOCOM, mad science...

Once again, the only difference between the two is that one has Predictive Modeling and the other doesn't.

[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.
 
Now that the price of the reforestation project is know their impact on the dice pool can be calculated. Short answer is 880x2 cost projects is 1760 build points and at an average of 78 per dice. That is 23 dice needed or 22 (81-82) if you do the VI project+Kudzu first. At 6 dice per turn that is 4 turns of agricultural dice. This is entirely doable.

Your other commitment for agriculture is: [Provide 40 Consumer Goods from Agriculture], So (-12 dairy farms)(-8 kudzu) need 20 more agricultural sourced Consumer Goods. I'm not sure if space station agriculture counts so I'll ignore that for now.

Dairy farms: 195x2=390 build points for +12 Consumer Goods -6 food=5 dice average. So 20 Consumer Goods to go from whatever this plan with
28 agricultural dice commited (4 and most of a fifth turns worth) to plans goals out of 6 DpT for agriculture. However i noticed something somewhat worrying.


-Q1 2062
22.57 (-0.15) Yellow Zone (91 points of mitigation)
53.16 (+0.13) Red Zone (68 points of mitigation)
=150 turns/37.5 years to the death of the yellow zone to red zone incursion.
-Q1 2062 Results
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)
204 turns/51 years to the death of the yellow zone to red zone incursion.
-Q2 2062
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)
-Q2 2062 Results
23.11 (+0.65) Yellow Zone (94 points of mitigation)
52.62 (-0.65) Red Zone (80 points of mitigation)
-Q3 2062
23.96 (-0.65) Yellow Zone (92 points of mitigation)
52.62 (+0.65) Red Zone (80 points of mitigation)
34 turns/8.5 years to the death of the yellow zone to red zone incursion.

Something is going on there. You know besides what looks like a math typo on @Ithillid 's part here at this turns yellow zone percentage. First its a decrease from red to yellow... then its an equally huge change from yellow to red. Something is wrong here... If its not a typo they've got some level of chronosphere nonsense going on. First Yellow zone mitigation goes up 2 points and then down two points.

Sddumiong its not a istake or they lost ajor ground against Tib... that is a massive change of the bad kind. Maybe you broke NOD's supply chains with all the personnel leaving and they'll fix it. Maybe they are down this turns while doing updates or infrastructure mechanization. Maybe the deployed an ill advised weapon during in fighting or as a test. Whatever is happening there seems like something to pay attention to.

Also prepare for the fallout if it doesn't start righting itself. Another flood of refugees. Suicidal blitzkriegs to melt into the shadows in GDI lands or remove excess pops. Supply raiding as things go bad. That kind of change is a big deal.

If its a reduction in red zone size... they are about to get a huge influx of materials. Even if a good part of that is GDI charging in to claim red zones having an effect. Its a big change.

Either way you should buy that second stage of mechanization to offset the dip in food from the dairy farms. That option handles up to four waves of dairy farms by itself. Also yellowzoners are chomping at the bit to have enough extra food to need to throw out some of it themselves.
 
I like that both leading plans have cat ears!

I'm sad that the plan attempting to grow cat ears doesn't have ECCM or ground support vehicles. Given how the former will have (IIRC) dept. of munition-eligible projects, aside from really really wanting it for karachi I just think it'd be nice for planning purposes to see where that goes.

[X] Plan Fusion in Space
[X] Plan Fusion Modeling in Space
[X] Plan Foxgirls, Armor, and Alloys

Adding shadows' plans to my prior vote.
 
Last edited:
[X] Plan Foxgirls, Armor, and Alloys
[X] Plan Divination, Drones, and Duranium
[X] Plan Space, Alloys and Dairy
[X] Plan Fusion in Space
[X] Plan Fusion Modeling in Space
 
Last edited:
You know the fact that we keep putting off the hospital expansions bothers me, I know and understand why they keep getting put off but it still bothers me.
 
Now that the price of the reforestation project is know their impact on the dice pool can be calculated. Short answer is 880x2 cost projects is 1760 build points and at an average of 78 per dice. That is 23 dice needed or 22 (81-82) if you do the VI project+Kudzu first. At 6 dice per turn that is 4 turns of agricultural dice. This is entirely doable.
All these "yous" sound kind of like you're imagining yourself as an aloof and separate figure educating an "us," as opposed to being one of "us" and co-equal with many others who are your peers.

Maybe that's not how you mean it to come across, but it's how it sounded.

Something is going on there...
There are fairly well-established rules for how Yellow/Red Zone changes work. I don't think Ithillid would quietly change those rules without telling us. I could be wrong, admittedly, but I think we should wait a while and see if there are any issues with the accounting.
 
[X] Plan Fusion in Space
[X] Plan Fusion Modeling in Space
[X] Plan Foxgirls, Armor, and Alloys
[X] Plan Space, Alloys and Dairy
 
Last edited:
In this case, the available Mad Science projects, in rough order of desirability from most unambiguously a good idea down to probably a waste of time or actively bad idea, are:

Tiberium Wildlife Experiments (clear benefits, clearly delimited PS costs)
Prototype Biosculpt (may disappoint at low quality, probably not going to, say, save a bunch of lives or anything)
Orbital Nuclear Caches (might lead to useful space weapons, not much else)
Enhanced Harvest Tiberium Spikes (we might learn something useful, probably not given the -PS costs of deployment)
Occult Studies (probably useless unless it specifically lets us research delta-class Forgotten)

The first two are probably worth taking in their own right. The third is almost certainly not worth our time for the next year or so, so we should try to avoid needing it. The fourth is deeply problematic and divisive among the voterbase on top of the PS costs, and the fifth is pretty much acceptable but almost certainly a waste of a Service die in practice.

I'm not sure I agree with your prioritization of the Mad Science projects. The shear potential of getting Delta class Forgotten research is far more appealing then the Tib Spikes. I'll admit its probably a snipe hunt, and the only material information we are likely to uncover is more stuff about Kane himself, which while not undesirable is less urgent since we already got a report on the most pertinent details.

I admittedly think of the Tib Spikes as an actual negative given the counter productiveness of using them when we want less tib on earth rather then more rather then a net neutral, but that is me.
 
Hopefully, we'll have enough overkill on the alloy foundries that we can shake loose some discretionary budget for Services and fund stuff like 25 R/die hospitals in 2062Q4...
Wellllll... you could drop the AEVA and put one die in the hospitals, 2 dice in the optical labs and the last die in biosculpts which raises the service R cost by only 5R which leaves a free die that needs to be put elsewhere... maybe swap it with the admin die and just double up the security dice or do security sweeps in other areas.
 
Okay, so back from work, dinner eaten, time to update plans. I'll look at other plans later or tomorrow or something.

Right, made some adjustments. Core of the plans is still the same - 2 turn Chicago, 1-2 turn gravy yard, RZ-1S MARV hub, 1 turn Orca drones, 1-2 phases GFZA.

Changes in Base plan: Second gen Repulsor Plates are in HI, Prototype Biosculpt in Services replaces Orbital Caches for MS, I no longer need two AA dice, so I expand grant programs by the full 30 RpT we need for Plan Goals and do a Security Review on Tib.

Changes in variant: No Columbia work in favor of attempting to 1 turn grav yard, Conestoga dev, Services dice being spent on AEVA instead of hospital/lab, Biosculpt AND Occult Investigations added instead of Orbital Caches, no changes in Bureaucracy because I'm using second AA die.

Free Dice: 7/7 + E + 2 AA
Budget: 1135/1150

[X] Plan Chicago by 2063
-[X] Infrastructure (5/5 + 2, 135R)
--[X] Communal Blue Zone Arcologies 328/395 (1D, 15R) (85%)
--[X] Chicago Planned City (Phase 5) 52/1050 (6D, 120R) (7/12 median)
-[X] Heavy Industry (6/6 + E, 120R)
--[X] Improved Continuous Cycle Fusion Development 0/120 (1D + E, 40R) (75%)
--[X] Chicago Planned City (Phase 5) (1D, 20R)
--[X] Personal Electric Vehicle Plants 175/295 (1D, 10R) (93%)
--[X] Second Generation Repulsorplate Development 0/60 (1D, 20R) (94%)
--[X] North Boston Chip Fabricator (Phase 5) 36/2400 (2D, 30R) (2/29 median)
-[X] Light Industry (5/5, 100R)
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 (5D, 100R) (5/16.5 median)
-[X] Agriculture (6/6, 90R)
--[X] Agriculture Mechanization Projects (Phase 2) 26/245 (2D, 30R) (12%)
--[X] Vertical Farms (Stage 3) 74/235 (3D, 45R) (95%, 3/5 median Stage 4)
--[X] Poulticeplant Deployment 0/150 (1D, 15R) (1/ 2)
--[X] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (autocomplete)
-[X] Tiberium (7/7 + 1, 140R)
--[X] Tiberium Vein Mines (Stage 4+5) 60/375 (4D, 80R) (26% Stage 5)
--[X] Reclamator Hub (RZ-1S) 0/335 (3D, 60R)
--[X] Security Review (1D)
-[X] Orbital (7/7 + 3, 230R)
--[X] GDSS Shala (Phase 2+3) 50/405 (5D, 100R) (94%)
--[X] GDSS Columbia (Phase 4) 138/545 (2D, 40R) (2/5 median)
--[X] Gravitic Shipyard 0/440 (3D, 90R) (3/5 median)
-[X] Services (4/4, 80R)
--[X] Regional Hospital Expansions (Phase 1) 213/300 (1D, 25R) (56%)
--[X] Kamisuwa Optical Laboratories 79/245 (2D, 40R) (62%)
--[X] Prototype Biosculpt (MS) 0/40 (1D, 15R) (100%)
-[X] Military (8/8 + 1 + AA, 210R)
--[X] Reclamator Hub (RZ-1S) 0/320 (2D + AA, 60R) (100%, overflow to RZ-3S)
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/260 (4D, 80R) (91% chance)
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 (2D, 40R) (33% Phase 5)
--[X] Medium Tactical Plasma Weapon Deployment 0/75 (1D, 30R) (71%)
-[X] Bureaucracy (4/4, 30R)
--[X] Administrative Assistance (Reclamator Hub – Military) (2D)
--[X] Expand Grant Programs (1D, -30 RpT)
--[X] Security Review (Tiberium) (1D)

Housing: 58 + 6 (ComArco) + 1 (Dept Arco) = 65
LQ Housing: 23 – 6 (ComArco) – 1 (Dept Arco) = 16
Energy: 35 – 1 (ComArco) – 4 (PEV) – 1 (AgriMech) – 2 (VertFarms) – 1 (Hospitals) – 2 (Kamisuwa) + 1 (RZ-1S) – 3 (Orca) – 4 (GFZA) = 18
Energy Reserve: 4 + 1 (ComArco) = 5
Logistics: 10 + 4 (PEV) = 14
Food: 17 + 12 (AgriMech) + 4 (VertFarms) + 3 (Shala) – 3 (pop) = 33
Health: 13 + 4 (Hospitals) = 17
Capital Goods: +20 – 2 (PEV) – 1 (AgriMech) – 2 (Vein Mines) – 1 (Hospitals) – 1 (Orca) – 2 (GFZA) + 2 (DIA) = 13
STUs: 10
Consumer Goods: 117 + 2 (ComArco) + 8 (PEV) + 4 (VertFarms) + 8 (Kudzu) + 1 (Shala) + 3 (Private Industry) + 3 (sub-dept) + 2 (Perennials) = 148
Labor: 43 – 2 (PEV) – 1 (Hospitals) – 2 (Kamisuwa) – 1 (Orca) – 4 (GFZA) + 4 (Medical) + 2 (Immigrant) -1 (Private Industry) - 1 (Gov't) = 37

YZ Mitigation: 94 + 2 (Vein Mines) = 96
RZ Mitigation: 80 + 3 (RZ-1S) = 83
RpT: + [50-70] (Vein Mines) + 25 (RZ-1S) = +75-95
PS: 75 + 10 (PEV) + 15 (Shala) = 100

Plan Goals
ConGoods from Agriculture: 40 – 12 = 28 remaining
ConGoods from Treasury: 104 – 28 (-5 sub-dept/Perennials?) = [76-81] remaining
Income: 785 – [75-95] = [690-710] remaining
Increase Tib Processing Cap (Chicago)
Increase Space Pop (Shala Phase 2+3)
RZ Abatement: 28 – 3 = 25 remaining
Expand Grants by 30R
Chicago Planned City by 2065
Complete MTPW deployment
Deploy Orca Wingmen drones by 2065
North Boston Phase 5
Complete EV factory by 2065
Reyjavik
Complete at least 7 GFZA factories
Grav yard

Free Dice: 7/7 + E + 2 AA
Budget: 1135/1150

[X] Plan Chicago by 2063, AEVA Edition
-[X] Infrastructure (5/5 + 2, 135R)
--[X] Communal Blue Zone Arcologies 328/395 (1D, 15R) (85%)
--[X] Chicago Planned City (Phase 5) 52/1050 (6D, 120R) (7/12 median)
-[X] Heavy Industry (6/6 + E, 120R)
--[X] Improved Continuous Cycle Fusion Development 0/120 (1D + E, 40R) (75%)
--[X] Chicago Planned City (Phase 5) (1D, 20R)
--[X] Personal Electric Vehicle Plants 175/295 (1D, 10R) (93%)
--[X] Second Generation Repulsorplate Development 0/60 (1D, 20R) (94%)
--[X] North Boston Chip Fabricator (Phase 5) 36/2400 (2D, 30R) (2/29 median)
-[X] Light Industry (5/5, 100R)
--[X] Reykjavik Myomer Macrospinner (Phase 5) 50/1220 (5D, 100R) (5/16.5 median)
-[X] Agriculture (6/6, 90R)
--[X] Agriculture Mechanization Projects (Phase 2) 26/245 (2D, 30R) (12%)
--[X] Vertical Farms (Stage 3) 74/235 (3D, 45R) (95%, 3/5 median Stage 4)
--[X] Poulticeplant Deployment 0/150 (1D, 15R) (1/ 2)
--[X] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (autocomplete)
-[X] Tiberium (7/7, 140R)
--[X] Tiberium Vein Mines (Stage 4+5) 60/375 (4D, 80R) (26% Stage 5)
--[X] Reclamator Hub (RZ-1S) 0/335 (3D, 60R)
-[X] Orbital (7/7 + 4, 280R)
--[X] GDSS Shala (Phase 2+3) 50/405 (5D, 100R) (94%)
--[X] Gravitic Shipyard 0/440 (5D, 150R) (61%)
--[X] Conestoga Class Development 0/60 (1D, 30R) (94%)
-[X] Services (4/4 + 1 + AA, 80R)
--[X] -1 die for Service AEVA
--[X] Advanced Electronic Video Assistant Deployment 0/200 (3D, 60R) (88%)
--[X] Prototype Biosculpt 0/40 (1D, 15R) (100%)
--[X] Occult Investigations 0/30 (1 AA, 5R) (70%?)
-[X] Military (8/8 + AA, 190R)
--[X] Reclamator Hub (RZ-1S) 0/320 (1D + AA, 40R) (62-93%)
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/260 (4D, 80R) (91% chance)
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/350 (2D, 40R) (33% Phase 5)
--[X] Medium Tactical Plasma Weapon Deployment 0/75 (1D, 30R) (71%)
-[X] Bureaucracy (4/4)
--[X] Administrative Assistance (Reclamator Hub – Military) (2D)
--[X] Administrative Assistance (Occult Investigations – Services) (2D)


Housing: 58 + 6 (ComArco) + 1 (Dept Arco) = 65
LQ Housing: 23 – 7 = 16
Energy: 35 – 1 (ComArco) – 4 (PEV) – 1 (AgriMech) – 2 (VertFarms) – 3 (AEVA) + 1 (RZ-1S) – 3 (Orca) – 4 (GFZA) = 18
Energy Reserve: 4 + 1 (ComArco) = 5
Logistics: 10 + 4 (PEV) = 14
Food: 17 + 12 (AgriMech) + 4 (VertFarms) + 3 (Shala) – 3 (pop) = 33
Health: 13
Capital Goods: +20 – 2 (PEV) – 1 (AgriMech) – 2 (Vein Mines) – 4 (AEVA) – 1 (Orca) – 2 (GFZA) + 2 (DIA) = 10
STUs: 10
Consumer Goods: 117 + 2 (ComArco) + 8 (PEV) + 4 (VertFarms) + 8 (Kudzu) + 1 (Shala) + 3 (Private Industry) + 3 (sub-dept) + 2 (Perennials) = 148
Labor: 43 – 2 (PEV) – 1 (Orca) – 4 (GFZA) + 4 (Medical) + 2 (Immigrant) -1 (Private Industry) - 1 (Gov't) = 40

YZ Mitigation: 94 + 2 (Vein Mines) = 96
RZ Mitigation: 80 + 3 (RZ-1S) = 83
RpT: + [50-70] (Vein Mines) + 25 (RZ-1S) = +75-95
PS: 75 + 10 (PEV) + 15 (Shala) = 100

Plan Goals
ConGoods from Agriculture: 40 – 12 = 28 remaining
ConGoods from Treasury: 104 – 28 (-5 sub-dept/Perennials?) = [76-81] remaining
Income: 785 – [75-95] = [690-710] remaining
Increase Tib Processing Cap (Chicago)
Increase Space Pop (Shala Phase 2+3)
RZ Abatement: 28 – 3 = 25 remaining
Chicago Planned City by 2065
Complete MTPW deployment
Deploy Orca Wingmen drones by 2065
North Boston Phase 5
Complete EV factory by 2065
Reyjavik
Complete at least 7 GFZA factories
Grav yard
Conestoga Dev and Deploy
 
[X] Plan: Industrial Tech for a Picnic in Karachi
[X] Plan Attempting To Grow Cat Ears
[X] Plan Foundations for the Void Fleet
[X] Plan Fusion in Space
[X] Plan Mad Cat Ear Science
[X] Plan Reactors Online
 
[X] Plan Attempting To Spook the Scary Skeleton
-[X] Infrastructure (5/5 Dice, +36 bonus, 70 R)
--[X] Communal Blue Zone Arcologies 328/395 (1 die, 15 R) (85% chance)
--[X] Urban Metros (Phase 4) 0/145 (2 dice, 30 R) (84% chance)
--[X] Suborbital Shuttle Service (Phase 2) 22/240 (1 die, 25 R) (1/2.5 median)
--[X] Security Review
-[X] Heavy Industry (6/6 Dice + 3 Free dice , +33 bonus, 320 R)
--[X] U Series Alloy Foundries (Phase 2) 116/600 (7 dice, 280 R) (97% chance)
--[X] Improved Continuous Cycle Fusion Development 0/120 (2 dice, 40 R) (100% chance)
-[X] Light Industry (5/5 Dice, +23 bonus, 85 R)
--[X] Carbon Nanotube Foundry Expansions 0/285 (3 dice, 60 R) (17% chance)
--[X] Artificial Wood Furniture Plants (New) 0/95 (1 die, 10 R) (77% chance)
--[X] Home Robotics Factories 0/145 (1 die, 15 R) (1/2 median)
-[X] Agriculture (6/6 + AA Dice, +28 bonus, 100 R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (AA die, 10 R) (95% chance)
--[X] Vertical Farming Projects (Stage 3+4) 74/470 (6 dice, 90 R) (Stage 3, 90% chance Stage 4, 2% chance Stage 5)
-[X] Tiberium (7/7 Dice, +38 bonus, 125 R)
--[X] Tiberium Vein Mines (Stage 4+5) 65/375 (4 dice, 80 R) (Stage 4, 82% Stage 5)
--[X] Intensification of GZ Harvesting (Stage 8) 4/95 (1 die, 15 R) (63% chance)
--[X] Tiberium Processing Refits (Phase 5) 6/95 (1 die, 20 R) (65% chance)
-[X] Orbital (7 + 3 Free dice, +33 bonus, 200 R)
--[X] GDSS Shala (Phase 2+3) 50/405 (4 dice, 80 R) (Phase 2, 60% chance Phase 3)
--[X] GDSS Columbia (Phase 4) 138/545 (6 dice, 120 R) (98% chance)
-[X] Services (4/4 Dice + 1 Free die + Erewhon, +31 bonus, 80 R) (FOR SCIENCE!!!)
--[X] -1 die for AEVAtime
--[X] AEVA Deployment (Services) 0/200 (3 dice, 60 R) (88% chance)
--[X] Prototype Biosculpt (New) 0/40 (1 die, 15 R) (100% chance) (FOR SCIENCE!!!)
--[X] Occult Investigations (1 E, 5R) (70%)
-[X] Military (8/8 Dice, +30 bonus, 160 R)
--[X] Zrbite Sonic Weapons Development 0/60 (1 die, 20 R) (91% chance)
--[X] Orca Wingmen Drone Deployment (Phase 1) 0/260 (4 dice, 80 R) (91% chance)
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) 155/360 (2 dice, 40 R) (Phase 4, 25% Phase 5)
--[X] Buckler Shield Development 0/100 (1 die, 20 R) (51% chance)
-[X] Bureaucracy (4 dice, +28 bonus)
--[X] Tiberium Security Review (1 die)
--[X] Infrastructure Security Review (1 die)
--[X] Administrative Assistance: Wadmalaw Kudzu (2 dice)

A minor edit of Attempting to Grow Cat Ears in which Erewhon is tasked with generating ghost stories to frighten the enemies of small children.

More serious votes in a minute.
 
I have a mild preference to do the Services AEVA after Kudzu to slightly reduce the chance of needing to spend another two dice on it (one fallow, one active), but if I'm honest with myself it probably won't matter.
 
So @Lightwhispers ? If you could make a version of your plan that does Zerbite Dev, I'd greatly appreciate it.
Hm... Will think on what that would come from.
-Q1 2062
22.57 (-0.15) Yellow Zone (91 points of mitigation)
53.16 (+0.13) Red Zone (68 points of mitigation)
=150 turns/37.5 years to the death of the yellow zone to red zone incursion.
-Q1 2062 Results
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)
204 turns/51 years to the death of the yellow zone to red zone incursion.
-Q2 2062
22.46 (-0.11) Yellow Zone (92 points of mitigation)
53.27 (+0.11) Red Zone (80 points of mitigation)
-Q2 2062 Results
23.11 (+0.65) Yellow Zone (94 points of mitigation)
52.62 (-0.65) Red Zone (80 points of mitigation)
-Q3 2062
23.96 (-0.65) Yellow Zone (92 points of mitigation)
52.62 (+0.65) Red Zone (80 points of mitigation)
34 turns/8.5 years to the death of the yellow zone to red zone incursion.

Something is going on there. You know besides what looks like a math typo on @Ithillid 's part here at this turns yellow zone percentage. First its a decrease from red to yellow... then its an equally huge change from yellow to red. Something is wrong here... If its not a typo they've got some level of chronosphere nonsense going on. First Yellow zone mitigation goes up 2 points and then down two points.

Sddumiong its not a istake or they lost ajor ground against Tib... that is a massive change of the bad kind. Maybe you broke NOD's supply chains with all the personnel leaving and they'll fix it. Maybe they are down this turns while doing updates or infrastructure mechanization. Maybe the deployed an ill advised weapon during in fighting or as a test. Whatever is happening there seems like something to pay attention to.

Also prepare for the fallout if it doesn't start righting itself. Another flood of refugees. Suicidal blitzkriegs to melt into the shadows in GDI lands or remove excess pops. Supply raiding as things go bad. That kind of change is a big deal.

If its a reduction in red zone size... they are about to get a huge influx of materials. Even if a good part of that is GDI charging in to claim red zones having an effect. Its a big change.
Looks like it was a typo, which has been fixed.
 
Back
Top