[X] Plan Attempting To Feed The Fires Of Industry NTU Edition
[X] Plan Attempting to Stoke the Fires of Industry OG

Honestly, I'm cool with either of these.
 
New, hopefully-up-to-date (as of Feb 26, 2023) Probability Array.
(Newness not guaranteed in all regions. Void where prohibited, or in regions of nulled spacetime. Do not taunt Happy Fun Ball.)

Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 4) 1/510 5 dice 75R 5%, 6 dice 90R 35%, 7 dice 105R 74%, 8 dice 120R 94%
-[] Blue Zone Arcologies (Stage 4+5) 1/1020 11 dice 165R 6%, 12 dice 180R 23%, 13 dice 195R 52%, 14 dice 210R 77%, 15 dice 225R 92%
-[] Yellow Zone Fortress Towns (Phase 7) 93/270 2 dice 40R 44%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 7+8) 93/525 4 dice 80R 3%, 5 dice 100R 33%, 6 dice 120R 75%, 7 dice 140R 95%
-[] Rail Network Construction Campaigns (Phase 5) 39/280 2 dice 30R 4%, 3 dice 45R 55%, 4 dice 60R 93%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/555 5 dice 75R 4%, 6 dice 90R 31%, 7 dice 105R 71%, 8 dice 120R 93%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/830 8 dice 120R 3%, 9 dice 135R 19%, 10 dice 150R 50%, 11 dice 165R 79%, 12 dice 180R 94%
-[] Suborbital Shuttle Service (Phase 2) 110/225 1 die 25R 28%, 2 dice 50R 90%
-[] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%, 4 dice 100R 75%, 5 dice 125R 97%
-[] Karachi Planned City (Phase 1) 0/55 1 die 20R 100%
-[] Karachi Planned City (Phase 1+2) 0/165 2 dice 40R 75%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/385 3 dice 60R 2%, 4 dice 80R 42%, 5 dice 100R 88%, 6 dice 120R 99%
-[] Karachi Planned City (Phase 1+2+3+4) 0/825 8 dice 160R 13%, 9 dice 180R 48%, 10 dice 200R 82%, 11 dice 220R 97%
-[] Karachi Planned City (Phase 1+2+3+4) w/6 Infra dice 0/897 8 dice 160R 2%, 9 dice 180R 19%, 10 dice 200R 56%, 11 dice 220R 86%, 12 dice 240R 97%

-[] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/75 1 die 10R 99%
-[] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%, 3 dice 30R 94%
-[] Postwar Housing Refits (Phase 1+2) 0/340 3 dice 30R 3%, 4 dice 40R 40%, 5 dice 50R 83%, 6 dice 60R 98%
-[] Postwar Housing Refits (Phase 1+2+3) 0/510 5 dice 50R 5%, 6 dice 60R 34%, 7 dice 70R 73%, 8 dice 80R 94%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 4) 32/510 4 dice 160R 1%, 5 dice 200R 27%, 6 dice 240R 73%, 7 dice 280R 95%
-[] U Series Alloy Foundries (Phase 4+5) 32/1020 10 dice 400R 8%, 11 dice 440R 33%, 12 dice 480R 66%, 13 dice 520R 89%, 14 dice 560R 97%
-[] U Series Alloy Foundries (Phase 4+5+6) 32/1530 15 dice 600R 3%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 2 dice 40R 12%, 3 dice 60R 74%, 4 dice 80R 98%
-[] North Boston Chip Fabricator (Phase 5) 36/2040
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/100 1 die 30R 50%, 2 dice 60R 99%
-[] Aberdeen Isolinear Fabricator (Phase 1+2) 0/305 3 dice 90R 25%, 4 dice 120R 79%, 5 dice 150R 98%
-[] Aberdeen Isolinear Fabricator (Phase 1+2+3) 0/715 7 dice 210R 8%, 8 dice 240R 39%, 9 dice 270R 76%, 10 dice 300R 94%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1040 9 dice 180R 8%, 10 dice 200R 35%, 11 dice 220R 69%, 12 dice 240R 91%
-[] Microfusion Cell Laboratories (New) 0/170 2 dice 50R 72%, 3 dice 75R 99%
Light and Chemical Industry 4 dice +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 6 dice 120R 15%, 7 dice 140R 53%, 8 dice 160R 85%, 9 dice 180R 97%
-[] Bergen Superconductor Foundry (Phase 4) 235/665 4 dice 120R 5%, 5 dice 150R 40%, 6 dice 180R 81%, 7 dice 210R 97%
-[] Bergen Superconductor Foundry (Phase 4+5) 235/1955
-[] Department of Distributed Manufactures -1 L&CL die -20RpT Auto
-[] Adaptive Clothing Development (New) 0/60 1 die 15R 90%
Agriculture 6 dice +29
-[] Reforestation Campaign Preparations (Phase 1) 0/835 8 dice 40R 1%, 9 dice 45R 12%, 10 dice 50R 40%, 11 dice 55R 71%, 12 dice 60R 91%
-[] Reforestation Campaign Preparations (Phase 1+2) 0/1670
-[] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%, 3 dice 45R 98%
-[] Blue Zone Aquaponics Bays (Phase 6) 18/130 1 die 10R 33%, 2 dice 20R 93%
-[] Blue Zone Aquaponics Bays (Phase 6+7) 18/260 2 dice 20R 5%, 3 dice 30R 59%, 4 dice 40R 94%
-[] Blue Zone Aquaponics Bays (Phase 6+7+8) 18/390 4 dice 40R 26%, 5 dice 50R 73%, 6 dice 60R 96%
-[] Vertical Farming Projects (Stage 5) 78/225 2 dice 30R 74%, 3 dice 45R 99%
-[] Vertical Farming Projects (Stage 5+6) 78/445 4 dice 60R 29%, 5 dice 75R 76%, 6 dice 90R 96%
-[] Vertical Farming Projects (Stage 5+6+7) 78/665 6 dice 90R 9%, 7 dice 105R 42%, 8 dice 120R 78%, 9 dice 135R 95%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Dairy Ranches (Phase 2+3) 163/375 2 dice 40R 20%, 3 dice 60R 79%, 4 dice 80R 98%

-[] Spider Cotton Plantations (Phase 2) 60/170 1 die 20R 40%, 2 dice 40R 97%
-[] Spider Cotton Plantations (Phase 2+3) 60/345 3 dice 45R 38%, 4 dice 60R 88%, 5 dice 75R 99%
-[] Spider Cotton Plantations (Phase 2+3) 60/530 4 dice 60R 2%, 5 dice 75R 31%, 6 dice 90R 77%, 7 dice 105R 96%
-[] Spider Cotton Plantations (Phase 2+3+4+5) 60/720 6 dice 90R 3%, 7 dice 105R 25%, 8 dice 120R 65%, 9 dice 135R 91%

-[] Tarberry Plantations (Phase 3) 0/70 1 die 10R 80%, 2 dice 20R 100%
-[] Tarberry Plantations (Phase 3+4) 0/70 1 die 10R 80%, 2 dice 20R 100%
-[] Strategic Food Stockpile Construction (Phase 5) 78/180 1 die 10R 43%, 2 dice 20R 96%
-[] Strategic Food Stockpile Construction (Phase 5+6) 78/350 3 dice 30R 37%, 4 dice 40R 85%, 5 dice 50R 99%
-[] Strategic Food Stockpile Construction (Phase 5+6+7) 78/520 4 dice 40R 3%, 5 dice 50R 33%, 6 dice 60R 76%, 7 dice 70R 96%
-[] Caloric Reclamation Processor (Phase 1) 0/70 1 die 10R 75%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/140 1 die 10R 5%, 2 dice 20R 79%, 3 dice 30R 99%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%, 2 dice 30R 97%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 9) 22/165 1 die 20R 12%, 2 dice 40R 88%, 3 dice 60R 100%
-[] Tiberium Vein Mines (Stage 9+10) 22/330 3 dice 60R 32%, 4 dice 80R 87%, 5 dice 100R 99%
-[] Tiberium Vein Mines (Stage 9+10+11) 22/515 4 dice 80R 2%, 5 dice 100R 33%, 6 dice 120R 80%, 7 dice 140R 98%
-[] Tiberium Vein Mines (Stage 9+10+11+12) 22/700 6 dice 120R 4%, 7 dice 140R 32%, 8 dice 160R 74%, 9 dice 180R 95%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13) 22/875 8 dice 160R 7%, 9 dice 180R 36%, 10 dice 200R 73%, 11 dice 220R 94%
-[] Tiberium Vein Mines (Stage 9+10+11+12+13+14) 22/1050 10 dice 200R 10%, 11 dice 220R 39%, 12 dice 240R 73%, 13 dice 260R 93%
-[-] Yellow Zone Tiberium Harvesting (Phase 11) 0/300 3 dice 60R 38%, 4 dice 80R 89%, 5 dice 100R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9) 3/85 1 die 15R 73%, 2 dice 30R 100%
-[-] Intensification of Green Zone Harvesting (Stage 9+10) 3/170 2 dice 30R 74%, 3 dice 45R 99%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/130 1 die 25R 54%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/260 2 dice 50R 20%, 3 dice 75R 85%, 4 dice 100R 100%
-[] Red Zone Border Offensives (Stage 4) 93/225 1 die 25R 23%, 2 dice 50R 93%
-[] Red Zone Border Offensives (Stage 4+5) 93/440 3 dice 75R 11%, 4 dice 100R 67%, 5 dice 125R 96%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/215 2 dice 60R 32%, 3 dice 90R 91%
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 0/430 4 dice 120R 17%, 5 dice 150R 69%, 6 dice 180R 96%
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R 9%, 2 dice 50R 87%, 3 dice 75R 100%
-[] Red Zone Containment Lines (Stage 6+7) 54/390 3 dice 75R 16%, 4 dice 100R 73%, 5 dice 125R 98%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/580 5 dice 125R 17%, 6 dice 150R 64%, 7 dice 175R 93%
-[-] Tiberium Glacier Mining (Stage 13) 38/180 1 die 30R 13%, 2 dice 60R 89%, 3 dice 90R 100%
-[-] Tiberium Glacier Mining (Stage 13+14) 38/355 3 dice 90R 26%, 4 dice 120R 83%, 5 dice 150R 99%

-[] IHG Tiberium Processing Plants (Stage 1) 0/170 2 dice 70R 72%, 3 dice 105R 99%
-[] IHG Tiberium Processing Plants (Stage 1+2) 0/340 3 dice 105R 14%, 4 dice 140R 71%, 5 dice 175R 97%
-[] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%, 3 dice 105R 100%
-[] Improved Hewlett Gardener Refits (Phase 2+3) 65/455 3 dice 105R 1%, 4 dice 140R 39%, 5 dice 175R 87%, 6 dice 210R 99%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4) 65/680 6 dice 210R 19%, 7 dice 245R 64%, 8 dice 280R 92%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5) 65/905 8 dice 280R 9%, 9 dice 315R 41%, 10 dice 350R 78%, 11 dice 385R 95%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6) 65/1130 10 dice 350R 5%, 11 dice 385R 25%, 12 dice 420R 60%, 13 dice 455R 86%, 14 dice 490R 97%
-[] Improved Hewlett Gardener Refits (Phase 2+3+4+5+6+7) 65/1355 12 dice 420R 2%, 13 dice 455R 14%, 14 dice 490R 42%, 15 dice 525R 73%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/85 1 die 30R 70%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone 7-Korea) 0/85 1 die 30R 70%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/110 1 die 30R 45%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/100 1 die 30R 55%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction (Phase 2) 11/105 1 die 20R 61%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/120 1 die 20R 39%, 2 dice 40R 98%
-[] Liquid Tiberium Power Cell Deployment (Phase 3+4) 4/240 2 dice 40R 17%, 3 dice 60R 82%, 4 dice 80R 99%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%, 3 dice 60R 100%
-[] Red Zone Energy Refits (Phase 1) 0/300 3 dice 75R 38%, 4 dice 100R 89%, 5 dice 125R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/600 5 dice 125R 2%, 6 dice 150R 26%, 7 dice 175R 71%, 8 dice 200R 95%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/900 8 dice 200R 2%, 9 dice 225R 18%, 10 dice 250R 55%, 11 dice 275R 85%, 12 dice 300R 97%
-[] Forgotten Experimentation 0/260 2 dice 60R 10%, 3 dice 90R 77%, 4 dice 120R 99%
Orbital 7 dice +34
-[] GDSS Columbia (Phase 5) 324/1045 7 dice 140R 15%, 8 dice 160R 55%, 9 dice 180R 87%, 10 dice 200R 98%

--GDSS Columbia Bays (2 available)--
-[] SCOP Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Very High Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] High Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Medium Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Low Density Housing 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Hospital Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[] Tourism Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[] Assembler Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[] Spaceport Bay 0/335 3 dice 60R 16%, 4 dice 80R 74%, 5 dice 100R 98%

-[] GDSS Shala (Phase 4) 229/520 3 dice 60R 45%, 4 dice 80R 92%
-[] GDSS Shala (Phase 4+5) 229/1550 13 dice 260R 9%, 14 dice 280R 32%, 15 dice 300R 63%

--GDSS Shala Bays (0 available)--
-[-] Core Crops Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Fruticulture Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Experimental Crops Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[-] Habitation Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] Animal Husbandry Bay 0/280 2 dice 40R 1%, 3 dice 60R 53%, 4 dice 80R 95%
-[-] Species Restoration Bay 0/325 3 dice 60R 22%, 4 dice 80R 79%, 5 dice 100R 99%
-[-] High Efficiency Void Crops Bay 0/230 2 dice 40R 21%, 3 dice 60R 85%, 4 dice 80R 100%

--GDSS Enterprise Bays (2 available)--
-[] Gravitic Shipyard 392/425 1 die 30R 100%
-[] Fusion Shipyard 446/475 1 die 20R 100%

-[] Lunar Regolith Harvesting (Phase 3) 57/250 2 dice 40R 42%, 3 dice 60R 93%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/485 4 dice 80R 10%, 5 dice 100R 56%, 6 dice 120R 91%
-[] Lunar Heavy Metals Mines (Phase 4) 25/295 2 dice 40R 1%, 3 dice 60R 49%, 4 dice 80R 92%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/585 5 dice 100R 3%, 6 dice 120R 30%, 7 dice 140R 73%, 8 dice 160R 95%
-[-] Lunar Water Mine (Inactive)
-[-] Helium 3 Harvesting (Inactive)
Services 4 dice +35
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 37%, 3 dice 60R 92%
-[] Regional Hospital Expansions (Phase 2) 85/280 2 dice 50R 42%, 3 dice 75R 94%
-[] Autodoc Systems Development (New) 52/120 1 die 30R 88%, 2 dice 60R 100%
Military 7 dice +31
-[] Department of Refits -1 Mil die -30 RpT auto
-[] Antiradiation Munitions Deployment (Munitions) (New) 50/285 2 dice 30R 9%, 3 dice 45R 68%, 4 dice 60R 97%
-[] Electronic Countermeasures Improvements (New) 0/565 5 dice 75R 1%, 6 dice 90R 20%, 7 dice 105R 61%, 8 dice 120R 89%, 9 dice 135R 98%
-[] ASAT Defense System (Phase 5) 41/445 4 dice 80R 24%, 5 dice 100R 75%, 6 dice 120R 97%
-[] Military Particle Beam Development 0/100 1 die 20R 52%, 2 dice 40R 99%
-[] Ferro Aluminum Armor Refits 139/320 2 dice 10R 48%, 3 dice 15R 94%
-[] Strategic Area Defense Networks (Phase 2) 149/285 1 die 20R 11%, 2 dice 40R 83%, 3 dice 60R 100%
-[] Strategic Area Defense Networks (Phase 2+3) 149/605 4 dice 80R 2%, 5 dice 100R 31%, 6 dice 120R 75%, 7 dice 140R 96%
--MARVs--
-[] Reclamator Hub 0/285 3 dice 60R 32%, 4 dice 80R 83%, 5 dice 100R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/301 3 dice 60R 37%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Reclamator Hub x2 0/570 6 dice 120R 18%, 7 dice 140R 58%, 8 dice 160R 88%, 9 dice 180R 98%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/301 3 dice 60R 37%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/290 2 dice 40R 4%, 3 dice 60R 57%, 4 dice 80R 94%
-[] Reclamator Hub BZ-2 (Richmond) 58/295 2 dice 40R 9%, 3 dice 60R 67%, 4 dice 80R 97%

--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/720 7 dice 140R 14%, 8 dice 160R 50%, 9 dice 180R 82%, 10 dice 200R 96%
-[] Infantry Recon Support Drone Deployment 0/170 2 dice 20R 58%, 3 dice 30R 96%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 2) 56/240 2 dice 40R 45%, 3 dice 60R 93%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1) 50/175 1 die 10R 22%, 2 dice 20R 89%, 3 dice 30R 100%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2) 50/345 3 dice 30R 25%, 4 dice 40R 78%, 5 dice 50R 98%
-[] Ultralight Glide Munitions Deployment (Munitions) (New) (Phase 1+2+3) 50/515 4 dice 40R 1%, 5 dice 50R 26%, 6 dice 60R 71%, 7 dice 70R 94%
-[] NovaHawk Development 0/40 1 die 15R 100%

--Space Force--
-[] Orbital Nuclear Caches 0/150 1 die 20R 2%, 2 dice 40R 81%, 3 dice 60R 100%
-[] Transorbital Fighter Development 0/60 1 die 20R 92%

--Ground Forces--
-[] Railgun Munitions Factories (Phase 2) 189/190 1 die 10R 100%
-[] Railgun Munitions Factories (Phase 2+3) 189/360 2 dice 20R 57%, 3 dice 30R 96%
-[] Next-Generation Armored Support Vehicles 0/80 1 die 25R 72%, 2 dice 50R 100%
-[] Next-Generation Armored Fighting Vehicles 0/80 1 die 35R 72%, 2 dice 70R 100%
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
-[] GD-3 Deployment (Phase 1) 0/315 3 dice 30R 14%, 4 dice 40R 67%, 5 dice 50R 95%
-[] GD-3 Deployment (Phase 1+2) 0/630 6 dice 60R 4%, 7 dice 70R 29%, 8 dice 80R 67%, 9 dice 90R 91%
-[] GD-3 Deployment (Phase 1+2+3) 0/945 9 dice 90R 1%, 10 dice 100R 11%, 11 dice 110R 37%, 12 dice 120R 68%, 13 dice 130R 89%, 14 dice 140R 98%
-[] Stealth Disruptor Deployment 0/180 2 dice 30R 49%, 3 dice 45R 94%

--Navy--
-[] Infernium Laser Refits 0/385 4 dice 120R 23%, 5 dice 150R 72%, 6 dice 180R 95%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ship Deployment 0/155 2 dice 50R 71%, 3 dice 75R 98%
-[] Shark Class Frigate Shipyards (Seattle) 0/255 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%

--Steel Talons--
-[] Combat Laser Development 38/80 1 die 25R 100%
-[] Modular Rapid Assembly Prototype Factory 0/300 3 dice 60R 22%, 4 dice 80R 76%, 5 dice 100R 97%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%, 2 dice 40R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Transfer Funding to InOps 1 die auto
-[] Hand Off Capital Goods to Market 1 die auto
-[] Transfer funds to the General Pool 1 die auto
-[] Expand Grants Programs 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects.
--Note 4: I will try to keep this post up to date, so it should be the latest and buggiest greatest version.
 
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And again, you asked for reasoning, yet it appears that all you actually wanted was to be rude and condescending to someone with a differing opinion.
I apologize for my tone.

But... well, unless the QM's told you something I don't know about, that is a speculative concern. "Because the third fusion die might go away as soon as we've actually built any of the plants" is certainly possible, but... I dunno.

It's not impossible, but as a reason to throw five dice at a project, especially given how expensive Bergen dice are...

[shrugs]

I would like to surge out SADN and Bergen 4 since they both help with some big problems sooner.
All leading plans have SADN surges- the debate is whether we want to have an average of 570 Progress with seven dice, or an average of 508.5 Progress with, say, 5+AA dice. The tradeoff is in other projects- do we reliably complete the zrbite gun factories, do we get more power armor for ZOCOM to use in the Red Zone border offensives we know are coming later this year, and so on. Personally, I think 5+AA dice is good enough, though I respect that other people may feel differently and want to max out this project as intensively as possible. The way I see it, it's too late for us to secure ourselves by a panic-build of SADN if we're planning a 2063Q4 or 2064Q1 rollout of SADN anyway, and if we're pushing it back to 2064Q4, then there's enough time that it matters little whether we complete Phase 2 this turn or next turn; we still need to work hard for a second turn anyway to get anywhere close to finishing Phase 3 and something resembling real security.

But again, it's a respectable reason to favor SADNed Alloys.

But...

Which big problem is Bergen Phase 4 helping with?

I'm not saying "never build it," I want to be very clear on that, but it seems more like a project we pursue because "this is good, therefore more of it's better" than because "we need this to solve a specific problem that we have right now."

If it was me, I'd be angling to save money by working on Reykjavik first. This would avoid some problems SADNed Alloys has, particularly the part where we're forced to accept sharp budget cuts to Agriculture. There's no money for anything but tarberry plantations and reforestation, no vertical farms, no lab-grown meat, no nothing. Because by the same token there is extremely heavy investment in some specific very costly projects, arguably overinvestment, as with the alloy foundries, gravitic bay, and Bergen.
 
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All leading plans have SADN surges- the debate is whether we want to have an average of 570 Progress with seven dice, or an average of 508.5 Progress with, say, 5+AA dice. The tradeoff is in other projects- do we reliably complete the zrbite gun factories, do we get more power armor for ZOCOM to use in the Red Zone border offensives we know are coming later this year, and so on. Personally, I think 5+AA dice is good enough, though I respect that other people may feel differently and want to max out this project as intensively as possible. The way I see it, it's too late for us to secure ourselves by a panic-build of SADN if we're planning a 2063Q4 or 2064Q1 rollout of SADN anyway, and if we're pushing it back to 2064Q4, then there's enough time that it matters little whether we complete Phase 2 this turn or next turn; we still need to work hard for a second turn anyway to get anywhere close to finishing Phase 3 and something resembling real security.

But again, it's a respectable reason to favor SADNed Alloys.

But...

Which big problem is Bergen Phase 4 helping with?

I'm not saying "never build it," I want to be very clear on that, but it seems more like a project we pursue because "this is good, therefore more of it's better" than because "we need this to solve a specific problem that we have right now."

If it was me, I'd be angling to save money by working on Reykjavik first. This would avoid some problems SADNed Alloys has, particularly the part where we're forced to accept sharp budget cuts to Agriculture. There's no money for anything but tarberry plantations and reforestation, no vertical farms, no lab-grown meat, no nothing. Because by the same token there is extremely heavy investment in some specific very costly projects, arguably overinvestment, as with the alloy foundries, gravitic bay, and Bergen.

On Bergen Phase 4, its to help us get ahead of the Mk 1 Fusion energy crisis starting in 66 since per Ithiliid we will not start any refits until the plants start failing. At the heart of it is a discord quote from Ithiliid from July 23rd, 22 on our fusion energy crisis
"your options are basically
- Build LT Power
- Crash Bergen
- Starve for energy."

I want to get Phase 4 done and then see if Phase 5 needs to be started or we can do Reykjavik 5.
 
Which big problem is Bergen Phase 4 helping with?

I'm not saying "never build it," I want to be very clear on that, but it seems more like a project we pursue because "this is good, therefore more of it's better" than because "we need this to solve a specific problem that we have right now."
While I agree with you on "working on Reykjavik lets us do other projects we need to do", Bergen does answer a pressing need: we can use at least as much superconducting material as the entire completed complex could produce, and we could likely use it close to immediately. If for nothing else, than for improving power transmission. And I expect there are many others, including a whole slew of military uses.
 
[X] Plan Attempting to Stoke the Fires of Industry OG

Prefer Dairy Ranches and NYC. NYC because we have serious issues in the area with tiberium spikes erupting from the ground. We need to fix that narratively before we lose the entire city. Unless the point of those plans that switch it is to lose NYC? It is a big industrial hub so whatever your person feelings on the matters guys you should put them a side to make sure we don't take a loss to our infrastructure and housing bases.
 
As far as Bergen goes I favor doing Reykjavik first then moving right into Bergen.

We don't really need light industry to do that much this plan so getting the necessary capstone finished gives us free reign to do whatever and Bergen is right near at the top of that list.

Reykjavik is the easiest thing we can do to get the plan commitment finished and will help with the factories and red zone equipment. Makes sense to me.
 
On Bergen Phase 4, its to help us get ahead of the Mk 1 Fusion energy crisis starting in 66 since per Ithiliid we will not start any refits until the plants start failing. At the heart of it is a discord quote from Ithiliid from July 23rd, 22 on our fusion energy crisis
"your options are basically
- Build LT Power
- Crash Bergen
- Starve for energy."

I want to get Phase 4 done and then see if Phase 5 needs to be started or we can do Reykjavik 5.
At even three dice per turn, we can start pulling ahead pretty readily. It's not at all clear to me that Phase 4 is going to help much there in the immediate short term, if only because it's going to be hard to maintain support for more than three dice on fusion power per turn while the alloy foundries are still an attractive alternative.

If we need Bergen Phase 4, it's either because of the hypothetical where we lose the third fusion die, or because we're crash-building a phase of fusion plants per quarter like we did during the worst parts of the Regency War. The former is, again, speculative. The latter isn't going to start happening within the next 1-2 quarters because there will be no immediate motive to do so and the existence of the alloy foundries will pull people away from that anyway.

So I'm not seeing the rush.

While I agree with you on "working on Reykjavik lets us do other projects we need to do", Bergen does answer a pressing need: we can use at least as much superconducting material as the entire completed complex could produce, and we could likely use it close to immediately. If for nothing else, than for improving power transmission. And I expect there are many others, including a whole slew of military uses.
Yes, but there are plenty of other pressing uses for myomers too.

My point isn't "Bergen Phase 4 just gives us more of something we already have but could use more of, and is therefore pointless." It's "Bergen Phase 4 gives us more of something we already have but could use more of, and so does Reykjavik, so it's a wash."

Prefer Dairy Ranches...
My plan does not have Dairy Ranches, because right now we'd just be building giant empty domes. Because the cows that would occupy those domes haven't been born yet and won't for quite some time, despite enthusiastic efforts to speed everything up with artificial insemination. No, we can finish the second phase of the dairy ranch domes later. There's no rush.

I'm working on researching lab-grown meat options as a supplement. Because that is going to be scalable, and is also much more practical than, say, trying to free-range herds of beef cattle (or any other meat animal) in the current environment.

and NYC. NYC because we have serious issues in the area with tiberium spikes erupting from the ground. We need to fix that narratively before we lose the entire city.
Tiberium veins erupting from the ground in the middle of urban areas is not new; it's a known problem we've been having for decades and is one of the major motivators behind the invention of the tiberium spike, which has been ubiquitous since some time after the end of Tib War II in 2030.

Having that happen is just one of the "shit happens" consequences of living on the tiberian Earth of this game setting.

Unless the point of those plans that switch it is to lose NYC?
That's rude. Derpmind's right. Don't go there that way. I'd rather lose your vote than gain support on the terms of someone arguing like this. No one's plan among the leading plans is ever about causing some kind of disaster on purpose.

Besides, all the leading plans have a Blue Zone inhibitor somewhere. New York isn't unique in being threatened by tiberium veins. Plenty of places around the world are. It's just that we didn't have a natural one roll while building a major project in those cities, so we didn't hear about it.
 
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I highly favor Reykjavik over Bergen as well. Not that we don't need Bergen, in fact I'd like to get Bergen completely done this plan. Outside it's civil and economic uses, which I want to stress are very important, it'll also be important to the construction of Railguns, which seem to be shaping up as our main weapon, with it's power and versatility. But I do think more myomers is very worth going after, and not just for power armor and mechs. We use a lot of them in space, and I'm sure ground side uses are also expansive. I'm also hoping to get the fast twitch myomers going, and putting resources into Reykjavik will get them on the table faster. Not to mention the capstone, those are always extremely good.

Putting that out there before I get into this post.
My main issue with this plan is failing to put anything towards the Fruticulture bay when there are dice available for it. I'm not really fond of doing the Tiberium Wildlife experiments, but that's more of a thing where I think it's premature to get much out of that line of study.
I'm fine with taking a die off Shala and putting it on the bay, so long as everyone else is just as fine with doing so. Can't help you with TWE, I want to know what we can do there, and since I also want to do the Forgotten Experimentation later I think this'll help.
 
@Nottheunmaker @Simon_Jester I'll vote for whichever of your plans switches a die off of Columbia/Shala to finish the Fruticulture Bay. Not only does it give more +Stuff than finishing the next phase of Shala, but it's just good narrative to finish off all the Bays we pushed for last turn. I want to read far more about trees in space than the negligible narrative difference of an extra die on Columbia/Shala.
 
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If we hadn't started Bergen 4 last turn, then I would say rush Reykjavik 5 first.
But we did start Bergen 4, so now we are able to complete it this turn if we wanted to.
The reason for starting Bergen 4 hasn't really gone away. We are not producing enough superconductors. Yes, for some reason we can spend 3 dice on CCF2 this turn, but that might just be because we rolled poorly on CCF2 progress last turn. We haven't done anything that should alter the fact that we have a superconductor bottleneck, so there is no reason to assume that it isn't still a major issue.
The indicator benefits are decent as well, and one completed project is worth more than two started projects.
 
@Nottheunmaker @Simon_Jester I'll vote for whichever of your plans switches a die off of Columbia/Shala to finish the Fruticulture Bay. Not only does it give more +Stuff than finishing the next phase of Shala, but it's just good narrative to finish off all the Bays we pushed for last turn. I want to read far more about trees in space than the negligible narrative difference of an extra die on Columbia/Shala.
A respectable point. For the sake of not making my plan "jittery" by making rapid changes without thought or feedback time, I'm going to hold off for a while, but I'll likely make that change within the next... twelve hours if no one objects, maybe faster.

I'll be surprised if Nottheunmaker doesn't feel the same way.

I, for one, will be taking the die off Shala.
 
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If we hadn't started Bergen 4 last turn, then I would say rush Reykjavik 5 first.
But we did start Bergen 4, so now we are able to complete it this turn if we wanted to.
The reason for starting Bergen 4 hasn't really gone away. We are not producing enough superconductors. Yes, for some reason we can spend 3 dice on CCF2 this turn, but that might just be because we rolled poorly on CCF2 progress last turn. We haven't done anything that should alter the fact that we have a superconductor bottleneck, so there is no reason to assume that it isn't still a major issue.
The indicator benefits are decent as well, and one completed project is worth more than two started projects.
Continuation is a reasonable argument.

Personally, if I'd known we'd kick up to three dice this turn I wouldn't have wanted to start Bergen then in the first place, but still, we did make the start. It's not enough to sway me (there are things I'd rather do with the money), but it's a reasonable point.

Hm. One possible explanation for why we have three dice for second generation fusion now is that the superconductor bottleneck hasn't gone away, but our crews are more experienced at doing the work and it's easier to speed up when you have practical experience?
 
[X] Plan Attempting To Feed The Fires Of Industry NTU Edition
[X] Plan Attempting to Stoke the Fires of Industry OG
 
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My plan does not have Dairy Ranches, because right now we'd just be building giant empty domes. Because the cows that would occupy those domes haven't been born yet and won't for quite some time, despite enthusiastic efforts to speed everything up with artificial insemination. No, we can finish the second phase of the dairy ranch domes later. There's no rush.

I'm working on researching lab-grown meat options as a supplement. Because that is going to be scalable, and is also much more practical than, say, trying to free-range herds of beef cattle (or any other meat animal) in the current environment.

Actually, there would be a couple of reasons for building more dairy ranches despite them standing largely empty; it provides further dispersion of risk of enemy attack as well as starting expertise in staff. 10 or 20 heads of cattle is absolutely a vast underutilization of a dome, but it's 1 or 2 people in constant employment (even if at a distinctly lower workload than normal) who can become familiar and comfortable with herding cattle, and teach any new staff as the herd grows.

I do not see them being necessary at this time, mind you, even with that use, but it's something to keep in mind. We should definitely finish up the domes this Plan to provide the needed and slated space.
 
I do not see them being necessary at this time, mind you, even with that use, but it's something to keep in mind. We should definitely finish up the domes this Plan to provide the needed and slated space.
Well, of course.

However, the domes are by nature going to be quite dispersed. There's no reason NOT to build them at multiple separate sites in every Blue Zone, apart perhaps from the most arctic regions where keeping them heated would be a year-round problem. Furthermore, Nod sabotage of the domes would have relatively little in the way of far-reaching effects. Something self-spreading like a bioweapon or tiberium would inherently only affect one or a few domes before being detected, and herds could easily be quarantined. Anything else would require multiple simultaneous infiltrations. And since these are luxury foods consumed on a relatively small scale, the effect on GDI as a whole would be quite limited.

So I don't think there's a pressing need to accelerate dispersal of the domes. The Phase 1 domes and nearly-completed Phase 2 domes will be quite adequate to serve this particular purpose in the short run, and we can finish off the Phase 2 domes soon enough, when and as we feel like it.
 
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