Yeah, but they don't win votes.

Seriously, look at the record. I've checked pretty much all the way back to the beginning of the Third Four Year Plan. We've consistently activated all Agriculture dice nearly every turn for at least that long, and many of the projects involved were projects that boil down to "give tasty food." The main thing that's ever delayed "give tasty food" actions, in all that time, has been the need to fulfill plan targets and to just provide enough bulk Food indicator that people don't starve, which has been tricky given that we had a huge influx of refugees in 2060-61.

There haven't been plans built around "nah, tasty food is a waste, worry about it later" for a very long time. Maybe back in the early to mid-2050s when the budget was tighter, but that was also back when we only had three Agriculture dice per turn and when we were genuinely worried about basic survival needs.
How often have free dice been spent on Agriculture?
 
How often have free dice been spent on Agriculture?
Not very often, but we could say the same of other categories like Infrastructure and Light Industry.

Agriculture hasn't been prioritized over all other things, but neither has it been ignored. If it weren't for the demands of hitting the Stored Food target, we'd have several hundred points more of progress towards the good stuff, and while it's been long enough that most of us have seemingly forgotten, we did quite a bit of work on getting the good stuff to the masses during the Second and Third Four Year Plans. It just hasn't been very noticeable because we're dealing with a set of moving goalposts.

GDI's agricultural sector hit rock bottom after Tib War Three, and dragging ourselves up and out has been a long term project frequently interrupted by the need to satisfy other responsibilities.

There are plenty of other issues where quality of life is impacted by our neglecting a project. Such as GDI's population having gone through fifteen years and a cluster-apocalypse since the last time personal vehicles were even available on a large scale. But for some reason, these issues rarely attract quite the same level of... conscientous regret... that food quality does.

We're in a good position to do an almost arbitrarily large amount of work improving and expanding food quality during the current Four Year Plan. We've done work in the past: real, meaningful work that has had a real impact on the average GDI citizen's diet and satisfaction. But our discussions about food quality keep circling back and developing this tone of collective self-flagellation and recriminations. And people seem to keep talking themselves around to the belief that the average GDI citizen is living on nothing but, I dunno, potato flakes and fungus bars and it's all our fault for just never caring about food quality.

And it's not true, not when the narrative is shaped like that. And the issue just turns into a reason for people to think they need to attack each other and bitterly regret decisions about what we "did wrong" in the past that don't even map that well to reality.

Could we have done more, faster, in Agriculture? Yes. We can say that in any category, because we are constantly trying to balance needs against each other. Beating ourselves up about the fact that we could hypothetically have done more in X is ultimately self-contradictory, because we could equally well justify beating ourselves up about how we didn't do enough of Y if we had done meme plan tier maxed-out efforts on X.
 
How often have free dice been spent on Agriculture?

Over that same period from the start of the Third FYP? Thrice, on Q1, Q2 and Q4 of 2061 for a total of 6 Free dice. At the point where we really needed those dice for our Plan Goals.

Edit:

For reference, Infrastructure had Free dice invested in it thrice on Q1 and Q2 of 2060 and on Q4 of 2061 for a total of 5 Free dice.
 
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Our free dice mostly went into Tiberium and Military IIRC. The former of course being the "stop everybody from dying horribly" sector that should always and forever be taking the lion's share of our resource and dice budget, and the latter culminating in the Brotherhood attempting to sneak attack us only for us to flip the table and whip their asses the hardest they've gotten since like the 1990s, freeing hundreds of millions of people and expanding the Blue Zones to (post-2000's at least) record highs of population and area.

I don't think we made particularly bad decisions, people's largest complaint in our 2062 GDI being "hey can we get cheeseburgers back?" and not even being that upset about them is a sign of how well we're doing. The Milk and Honey movement was mostly downwardly mobile bourgeoisie making a stink in the media rather than mass unrest and even that was defused like the turn it got mentioned.

Compare to the canon GDI in 2062, where their problems are more in the realm of "oh god 400 million people died in the past decade, we're out of Blue Zone, and now we need to determine how many senior generals in our military dictatorship are going to eat their pride and fellate Kane for salvation vs. start a suicidal civil war over not wanting to do that."
 
Everyone?

I had a thought. While my currently-leading plan, Attempting To Grow Cat Ears, uses the Services AEVA to save money, most of the other competing plans instead spend our Service dice on a suite of medical options.

I could turn the four dice and 60 R devoted to Services AEVA to two dice on Kamisuwa and one on the hospital expansions. I think my budget already has enough slack to support this.

This leaves me with a Free die and no obvious place to put it; my first instinct is to get 10 R, either by downshifting Suborbital Shuttles to railroad expansions in Australia (preparation for future border offensives) or by downshifting a single Vertical Farms die to a Reforestation die. Then putting the Free die in Military to work on Low Orbit Support Satellites, which is cheap and which I think it would be very good to have done at least a few turns before Karachi.

What do people think?
 
Everyone?

I had a thought. While my currently-leading plan, Attempting To Grow Cat Ears, uses the Services AEVA to save money, most of the other competing plans instead spend our Service dice on a suite of medical options.

I could turn the four dice and 60 R devoted to Services AEVA to two dice on Kamisuwa and one on the hospital expansions. I think my budget already has enough slack to support this.

This leaves me with a Free die and no obvious place to put it; my first instinct is to get 10 R, either by downshifting Suborbital Shuttles to railroad expansions in Australia (preparation for future border offensives) or by downshifting a single Vertical Farms die to a Reforestation die. Then putting the Free die in Military to work on Low Orbit Support Satellites, which is cheap and which I think it would be very good to have done at least a few turns before Karachi.

What do people think?
Use the free dice on ECCM dev and I'll probably vote for it.
 
Over that same period from the start of the Third FYP? Thrice, on Q1, Q2 and Q4 of 2061 for a total of 6 Free dice. At the point where we really needed those dice for our Plan Goals.
Thank you. Taking a look at those quarters:

Q1: Two free dice. Two dice on Agriculture Mechanization, one die on Freeze Dryers, three dice on Food Stockpiles.
Q2: One free die. Two dice on Aquaponics Bays, three on Ranching Domes.
Q4: One free die. Two dice on Food Stockpiles, three dice on Vertical Farms.

So, we actually have prioritized consumer food enough to put free dice on it once. The free dice in Q2 and Q4 would have been entirely unnecessary if we hadn't done Ranching Domes in Q2. And it only took the thread tearing itself in half to get that to happen. Lovely.
Not very often, but we could say the same of other categories like Infrastructure and Light Industry.

Agriculture hasn't been prioritized over all other things, but neither has it been ignored. If it weren't for the demands of hitting the Stored Food target, we'd have several hundred points more of progress towards the good stuff, and while it's been long enough that most of us have seemingly forgotten, we did quite a bit of work on getting the good stuff to the masses during the Second and Third Four Year Plans. It just hasn't been very noticeable because we're dealing with a set of moving goalposts.

GDI's agricultural sector hit rock bottom after Tib War Three, and dragging ourselves up and out has been a long term project frequently interrupted by the need to satisfy other responsibilities.

There are plenty of other issues where quality of life is impacted by our neglecting a project. Such as GDI's population having gone through fifteen years and a cluster-apocalypse since the last time personal vehicles were even available on a large scale. But for some reason, these issues rarely attract quite the same level of... conscientous regret... that food quality does.

We're in a good position to do an almost arbitrarily large amount of work improving and expanding food quality during the current Four Year Plan. We've done work in the past: real, meaningful work that has had a real impact on the average GDI citizen's diet and satisfaction. But our discussions about food quality keep circling back and developing this tone of collective self-flagellation and recriminations. And people seem to keep talking themselves around to the belief that the average GDI citizen is living on nothing but, I dunno, potato flakes and fungus bars and it's all our fault for just never caring about food quality.

And it's not true, not when the narrative is shaped like that. And the issue just turns into a reason for people to think they need to attack each other and bitterly regret decisions about what we "did wrong" in the past that don't even map that well to reality.

Could we have done more, faster, in Agriculture? Yes. We can say that in any category, because we are constantly trying to balance needs against each other. Beating ourselves up about the fact that we could hypothetically have done more in X is ultimately self-contradictory, because we could equally well justify beating ourselves up about how we didn't do enough of Y if we had done meme plan tier maxed-out efforts on X.
None of this addresses what I was asking for. At all. I do not care about the tone of the thread being wrong. I wanted to know if we'd prioritized consumer food enough to put free dice on it, and it turns out, we did do that once.

As I've said before, I'd like dice on Dairy Ranches. But that's because it gives more consumer food than other projects. That's it. I'm not trying to beat up the thread with some kind of alternate universe take on events. In fact, judging by the past, a drastic amount of effort is, in fact, necessary in order to get extra focus on consumer food. So I can't fault anyone for taking a negative tone when trying to do so.

As for the tone of discussion? Consider that two people can look at the exact same set of facts, and yet come to completely different conclusions about what those facts mean. The only absolute truth are the facts themselves. Anything past that is people's opinions and interpretations. Your opinions on the narrative are not objective fact. Please stop attacking people over having a different read of the story than the one you'd prefer.
 
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Thank you. Taking a look at those quarters:

Q1: Two free dice. Two dice on Agriculture Mechanization, one die on Freeze Dryers, three dice on Food Stockpiles.
Q2: One free die. Two dice on Aquaponics Bays, three on Ranching Domes.
Q4: One free die. Two dice on Food Stockpiles, three dice on Vertical Farms.

So, we actually have prioritized consumer food enough to put free dice on it once. The free dice in Q2 and Q4 would have been entirely unnecessary if we hadn't done Ranching Domes in Q2. And it only took the thread tearing itself in half to get that to happen. Lovely.
History note:

The expenditure of Free dice in Agriculture in 2061Q1 was specifically motivated by desire to clear the mandatory Stored Food target requirements out of the way. To be done so we could have any dice at all (Free or otherwise) to spare for the good stuff. Even if it wasn't directly spent on that, the intent was to make sure we'd be able to do work on improving food quality despite the twin pressures of feeding refugees and meeting our Stored Food goals. And this is not a matter of interpretation, because I specifically remember sitting down to write Attempting To Supply The Canned Beans with that in mind. I remember thinking "I want to get this shit out of the way so we can do Agriculture projects that are fun and good for people and not just redundantly piling up freeze-dried peas or whatever in a bunker."

...

And in 2061Q2?

The issue that tore the thread in half was not "do the ranching domes matter?"

It was "do we start work on the non-mandatory ranching domes while the mandatory Stored Food target is still unfinished?"

Maybe it was a matter of trust that got people upset about it, I dunno.

Maybe a perception that if someone (e.g. me) was talking about doing the ranching domes soon, they were lying.

But I wasn't lying.

...

The big fight was fought over whether to bump the ranching domes up one space in the queue, not over whether they mattered. And not over whether they were worth (directly or indirectly) spending Free dice to get. Both sides of the most contentious vote disputes agreed on those two points.

As I've said before, I'd like dice on Dairy Ranches. But that's because it gives more consumer food than other projects. That's it. I'm not trying to beat up the thread with some kind of alternate universe take on events. In fact, judging by the past, a drastic amount of effort is, in fact, necessary in order to get extra focus on consumer food. So I can't fault anyone for taking a negative tone when trying to do so.
Is drastic effort necessary?

I'm not sure.

Remember the overwhelmingly popular choice of Dr. Bora, supported by a vast supermajority of the thread with minimal objections. There was no need to fight a huge debate battle to get Dr. Bora. And now that we have him, we have six dice in Agriculture.

Furthermore, the thread enthusiastically consented to impose upon ourselves a mandate to activate all six of them every turn. If we don't activate all six of them (and all our other dice), we can't use Free dice on anything but Tiberium. We promised Litvinov.

All this required no particularly fierce and drastic efforts to achieve. The thread seems to have happily moved us to this position, without having to be argued into it; people just all independently decided it would be a good idea to have six Agriculture dice and a mandate to activate them all.

...

We can do everything remotely edible that is now visible in the entire Agriculture category, and all the reforestation too, and still have almost two dozen dice left over, without any trouble, and without touching a single Free die.

It's a good position to be in, if one likes the prospect of feeding GDi citizens a rich, diverse diet in the relatively near future.

...

And the thread's collective voterbase brought us to this place by (or such was my impression) enthusiastic consent. The vast majority of voters wanted this and set us up for this. There was limited resistance, and none of it was from "guys we need to do other things that are more important and I want to be free to leave Agriculture dice unrolled or have less of them."

So honestly, no, I don't think it takes fierce, drastic efforts and a lot of going negative to motivate the thread to diversify and improve the GDI citizen's diet.

Sure, it took fierce efforts to get us to prioritize that in the middle of a war, or in the middle of a refugee crisis that increased our population by 20% in no more than two years, or in the middle of a legislative mandate to do something else, something very specific, very soon.

But that's not the situation we face now, and the commitments and steps we've already undertaken virtually guarantee that we will spend a prodigious amount of dice and resources on getting people the good stuff.

I'm very optimistic about this.

I think food quality is going to go up a lot, we're going to do a ton of projects on this subject, and if it's not a completely solved problem by 2065, that's only because of the practical limits of trying to get trees to grow or to raise millions and millions of cows in a short amount of time. Any growth curve that can be forced merely by our industrial efforts, is likely to be, whether we spend Free dice on it or not.

Because Dr. Bora is just that good.

Dumb idea Simon - shift dice from Shuttles to Housing Refits, thus freeing 15 R and invest them via Free dice in Poulticeplants or Agri mechanisation?
I'm disappointed in you, Oleg, you promise me a dumb idea and then you give me this?

That's not a dumb idea.

Hmph!

:D

Personally, for the reasons I ramble about above, I'm not too worried about pushing Free dice into Agriculture, because we are just so far ahead of our requirements there. At this rate we'll almost certainly easily have the "Provide +40 Consumer Goods from Agriculture" target met by mid-2063, well before the halfway point in the Four Year Plan. The reforestation stuff will take a while, but it's still easy to do and there'll be plenty of room to work in passion projects around it.

I could see doing as you describe, but honestly I really do want to prioritize Logistics projects in Infrastructure right now. We have such a huge Housing surplus, and our population in Low Quality Housing is as low or lower than it's ever been. I could probably shake loose 5-10 R somewhere, somewhere, to fund doing as you describe with Agriculture.

It's just that I really, really do think LOSS is important, and it's the kind of project that very easily gets lost in the shuffle if we don't at least start it.
 
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I think at this point we can stop adding new plans - we have literally a score of them at this point.

No. I don't just use my plan as something I want people to vote for, I also use it to gauge how close or far I am from the goals I want done in any given turn.

Alright here is my plan for this turn and since I'm late there is only one:

[X] Plan The Green Line v3.2:
-[X] Infrastructure (5/5 Dice +36 bonus) 70 Resources:
--[X] Communal Blue Zone Arcologies 328/395 15 RpD, 1 Die = 15 R 85% DC 16
--[X] Suborbital Shuttle Service (Phase 2) 22/240 25 RpD, 1 Die = 25 R 1/3 Median DC N/A
--[X] Urban Metros (Phase 4) 0/145 15 RpD, 2 Die = 30 R 84% ADC 29
--[X] Security Review Infrastructure 1 Die
-[X] Heavy Industry (6/6 Dice + 3 Free Die +33 bonus) 290 Resources:
--[X] U-Series Alloy Foundries (Phase 2) 116/575 40 RpD, 6 Dice = 240 R 79% ADC 41
--[X] Personal Electric Vehicle Plants 175/295 10 RpD, 1 Die = 10 R, 29% DC 72
--[X] Improved Continuous Cycle Fusion Development (Tech) 0/120 20 RpD, 2 Die = 40 R 96% ADC 15
-[X] Light and Chemical Industry (5/5 Dice +23 bonus) 80 Resources:
--[X] Carbon Nanotube Foundry Expansions 0/285 20 RpD, 2 Die = 40 R 2/4 Median ADC N/A
--[X] Artificial Wood Furniture Plants 33/95 10 RpD, 1 Die = 10 R 77% DC 24
--[X] Home Robotics Factories (New) 0/145 15 RpD, 2 Die = 30 R 66% ADC 42
-[X] Agriculture (6/6 Dice +28 bonus) 80 Resources:
--[X] Blue Zone Aquaponics Bays (Phase 6) (Updated) 18/135/270 10 RpD, 2 Die = 20 R 90%/2% ADC 23/91
--[X] Vertical Farming Projects (Stage 3) 74/235 15 RpD, 2 Die = 30 R 61% ADC 45
--[X] Wadmalaw Kudzu Plantations (Phase 3) 430/450 Autocompletes in Q4 2062
--[X] Poulticeplant Deployment (New) 0/150 15 RpD, 2 Die = 30 R 77% ADC 35
-[X] Tiberium (7/7 Dice +38 bonus) 115 Resources:
--[X] Tiberium Vein Mines (Stage 4+5) 60/190/375 20 RpD, 4 Dice = 80 R 100%/82% ADC 1/37
--[X] Intensification of Green Zone Harvesting (Stage 8) 4/95 15 RpD, 1 Die = 15 R 63% DC 38
--[X] Tiberium Processing Refits (Phase 5) (Updated) 6/95 20 RpD, 1 Die = 20 R 65% DC 36
--[X] Security Review Tiberium
-[X] Orbital (7/7 Dice + 2 Free Dice + Erewhon +33 bonus) 240 Resources:
--[X] GDSS Columbia (Phase 4) 138/545 20 RpD, 4 Dice + Erewhon Die = 100 R 45% ADC 53
--[X] GDSS Shala (Phase 2) 50/135 20 RpD, 1 Die = 20 R 69% DC 32
--[X] GDSS Enterprise Gravitic Shipyard Bay 0/440 30 RpD, 4 Dice = 120 R 12% ADC 74
-[X] Services (4/4 Dice +31 bonus) 80 Resources:
--[X] Regional Hospital Expansions (Phase 1) 213/300 25 RpD, 1 Die = 25 R 56% DC 41
--[X] Kamisuwa Optical Laboratories 79/245 20 RpD, 2 Die = 40 R 62% ADC 45
--[X] Prototype Biosculpt (New) MS 0/40 15 RpD, 1 Die = 15 R 100% DC 1
-[X] Military (8/8 Dice + 2 Free Dice +30 bonus) 190 Resources:
--[X] Zrbite Sonic Weapons Development (Tech) 0/60 20 RpD, 1 Die = 20 R 91% DC 10
--[X] Orca Wingmen Drone Deployment (Phase 1) (High Priority) 0/260 20 RpD, 3 Dice = 60 R 48% ADC 62
--[X] Ground Forces Zone Armor (Set 1) (Phase 4+5) (Updated) (Very High Priority) 155/180/350 20 RpD, 2 Die = 40 R 100%/33% ADC 1/60
--[X] GD-3 Deployment (Phase 1) (New) 0/350 10 RpD, 3 Die = 30 R 3% ADC 82
--[X] Unmanned Support Ground Vehicle Development (Tech) 0/80 20 RpD, 1 Die = 20 R 71% DC 30
-[X] Bureaucracy (4/4 Dice +28 bonus):
--[X] Security Review Infrastructure 2 Die
--[X] Security Review Tiberium 2 Die
-[X] Total Cost: 70+290+80+80+115+240+80+190 = 1145/1150

- In Infrastructure I finish off the Communal Arcologies and then put 1 Die into Suborbital Shuttle Service to work towards completing that one while also finishing Urban Metros since that is suddenly OK to do again.

- Heavy Industry has 6 Dice on Alloys for a 79% chance to get another round done, 1 Die on Electric Vehicle Plants to slow roll it and 2 Dice on Improved Fusion to make sure it is done this turn.

- In L&C Industry I'm going for half of the Nanotube Foundry, Artificial Wood Furniture and Home Robotics.

- Agriculture has 2 Die on Blue Zone Aquaponics and 2 Die on Vertical Farming for enough Food to do stuff next turn. Also 2 Die on Poluticeplants and Wadamalaw autocompletes the turn after this and we have so much stuff we need to do elsewhere.

- Tiberium is about doing Vein Mines, Green Zone Intensification, the plan is called The Green Line and I suspect we will run into a soft lock for Vein Mines/Boreholes in how much Green Zone we have nailed down, finishing off the Tiberium refits cause one way or another they need to be done and doing a Security Review because with both Military and Agriculture done it's Tiberium and Infrastructure that haven't been examined in 10 Turns now.

- Orbital is about trying to complete Colombia Phase 4 and Shalla Phase 2 while trying to also get the Gravitic Shipyard. Let me know if it is to your liking @BOTcommander.

- Services goes 1 Die on Regional Hospital Expansions, 2 Die on Kamisuwa to get those better eye implants and 1 Die on Prototype Biosculpt as Edit: promised to @Derpmind.

- Military is about Zrbite Sonic Weapons Development, Orca Wingmen being deployed, Ground Forces Zone Armor continuing to be rolled out, the start of the GD-3 Deployment and researching ground drones.

- Security Reviews in both Tiberium and Infrastructure with 2 Die each to make sure they are both clean.

Edit: My plan is distinct from every other plan in the Agriculture department. How? Also it's promised not promises.
 
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To recap my (unchanged) basic plan's manifesto...

Heavy Industry:
Again 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. I'm making that happen. 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.



BUDGET: 1150 R

1145/1150 R
7/7 Free dice

[X] Plan Attempting To Grow Cat Ears
-[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 + EREWHON!, +33 bonus, 330 R)
--[X] U Series Alloy Foundries (Phase 2) 116/575 (7 dice, 280 R) (97% chance)
--[X] Personal Electric Vehicle Plants 175/295 (1 die, 10 R) (29% chance)
--[X] Improved Continuous Cycle Fusion Development 0/120 (1+E dice, 40 R) (78% 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, 110 R)
--[X] Wadmalaw Kudzu Plantations (Phase 3) 430/450 (AA die, 10 R) (95% chance)
--[X] Vertical Farming Projects (Stage 3+4) 74/470 (4 dice, 60 R) (Stage 3, 13% chance Stage 4)
--[X] Dairy Ranches (Phase 1) 0/195 (2 dice, 40 R) (30% chance)
-[X] Tiberium (7/7 Dice, +38 bonus, 115 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] Improved Tiberium Containment Facilities Construction 0/115 (1 die, 20 R) (39% chance)
---[X] Edited this in due to thread discussion, see Pages 1646-1647 for reference
--[X] Security Review
-[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, +31 bonus, 75 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] 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)



Here is another version of the plan where I do the medical thing I talked about.

And a modified version, along the lines I recently discussed.

BUDGET: 1150 R

1150/1150 R
7/7 Free dice

[X] Plan Attempting To Grow Cat Ears And Build Hospitals
-[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 + EREWHON!, +33 bonus, 330 R)
--[X] U Series Alloy Foundries (Phase 2) 116/575 (7 dice, 280 R) (97% chance)
--[X] Personal Electric Vehicle Plants 175/295 (1 die, 10 R) (29% chance)
--[X] Improved Continuous Cycle Fusion Development 0/120 (1+E dice, 40 R) (78% 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, 115 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] Improved Tiberium Containment Facilities Construction 0/115 (1 die, 20 R) (39% chance)
---[X] Edited this in due to thread discussion, see Pages 1646-1647 for reference
--[X] Security Review
-[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, +31 bonus, 80 R) (FOR SCIENCE!!!)
--[X] Regional Hospital Expansions (Phase 1) 213/300 (1 die, 25 R) (56% chance)
--[X] Kamisuwa Optical Laboratories 79/245 (2 dice, 40 R) (62% chance)
--[X] Prototype Biosculpt (New) 0/40 (1 die, 15 R) (100% chance) (FOR SCIENCE!!!)
-[X] Military (8/8 Dice + 1 Free Die, +30 bonus, 170 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] Low Orbit Support Satellite Constellations 0/175 (1 die, 10 R) (1/2 median)
--[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)

Attempting To Grow Cat Ears And Build Hospitals reshuffles dice a bit. No work on the Services AEVA, but instead a suite of medical stuff (as is found in many of the other leading plans). The Free die opened up is put on the low orbit support satellite project, because I think being able to detect cloaked Nod bases from orbit would be really good. I could shift the die to something else, but it'd need to be a 10 R/die project.

I refused to sacrifice the agricultural budget for this, so I had to demote my single die on Suborbital Shuttles to work on railroads, which will apparently also help lay groundwork for our upcoming Red Zone border offensives in Australia in 2063, so it's not nothing.

Just noticed this after rereading the turn
Not related to the voting but it seems that the amount of labor from Medical is slowing down. It seems that we are running out of people to put mechanical arms on.
Well, the good news is, we brought in a hundred million refugees, and if GDI's population of just amputees was enough to keep a +Labor trickle going this long, then the process of qualifying those refugees for the workforce should add up to a lot.

Sure, GDI's been through a lot of wars and has a lot of amputees, but we can only be talking so much of the population here.



EDIT:
Due to Derpmind pointing out that I'd overbudgeted Tiberium by 10 R due to forgetting that my 20 R refinery/silo projects cost less than the 30 R I'd budgeted in my draft for an unknown project, each plan had 10 R extra. For the "And Hospitals" version, this meant that I reverted the former railroads die to shuttles. For the base "Cat Ears" version, I used the extra 10 R in Agriculture to shift two Vertical Farming dice to Dairy Ranches dice.
 
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[X] Plan Attempting To Grow Cat Ears And Build Hospitals

Hmm. Hmmmm. Hmmmm. Also acceptable. I'll edit in a vote for this as well.

Well, the good news is, we brought in a hundred million refugees, and if GDI's population of just amputees was enough to keep a +Labor trickle going this long, then the process of qualifying those refugees for the workforce should add up to a lot.

Sure, GDI's been through a lot of wars and has a lot of amputees, but we can only be talking so much of the population here.

We've got a massive supply of it. The last thing we need to do is worry about Labor. We should be worrying about Energy, and to some extent Food, Capital Goods, and Logistics.
 
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We've got a massive supply of it. The last thing we need to do is worry about Labor. We should be worrying about Energy, and to some extent Food, Capital Goods, and Logistics.
I'm not worried about Labor as such, but the thing is, we do projects that use it every turn. If we can't get a positive trickle of it to offset that, sooner or later we'll run out, so it's at least worth putting a little bit of thought into what's going on. It's nowhere near my top concern at the moment, but I can spare it a paragraph or two.
 
Some general thoughts for the quarters ahead on...

Important Military Projects for the Coming Period
We are assuming the primary military campaigns ahead will be the next Red Zone pushes, and the support/security of the Karachi Planned City.

Red Zone
The good news is that I'm pretty sure there's only two things we really need for that.

- Ground Forces Zone Armor: The GDI Ground Forces benefit in general, and this in particular will help reduce the strain on ZOCOM for the Red Zone engagements. We should keep putting 2 dice per turn to ensure factories keep going up at a good clip.
- Zrbite Sonic Weapons Development/Deployment: Our ace in the hole when the Red Zone ecosystem gets uppity.

Karachi
Given the port setup and proximity to Bannerjee territory, this is going to require a mix of things. I expect a lot of stealth, air, and missile attacks.

- Advanced ECCM Development/Deployment: Part of the anti-stealth package.
- Strategic Area Defense Networks: A big one progress-wise, but it's on the plan goals list and we can really use it to protect a fledgling city.
- Orca Wingmen Drone Deployment: Hopefully Phase 1 is completed this turn, and we can complete Phase 2 next turn. More air cover is always good.
- Low Orbit Support Satellite Constellations: Cheap per die and part of the anti-stealth package.
- Hallucinogen Countermeasures Deployment: Relatively low progress required, and more anti-stealth on the small scale level.
- Stealth Disruptor Deployment: Relatively cheap per die and part of the anti-stealth package.
- Infernium Laser Refits: More expensive, and serious amount of progress required, but our Navy has been drawing the short straw a lot, and they'll need it when protecting a port city.
 
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