[X] Plan For This Doomed Planet
-[X]Infrastructure 5 dice +27 95R
--[X] Suborbital Shuttle Service (Phase 2+3) 110/395 3 dice 75R 24%
--[X] Postwar Housing Refits (Phase 1) 0/170 2 dice 20R 51%
-[X]Heavy Industry 5 dice + 1 Free die +34 180R
--[X] U Series Alloy Foundries (Phase 4) 32/510 3 dice 120R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 3 dice 60R 74%
-[X]Light and Chemical Industry 4 dice +29 80R
--[X] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 dice 80R
-[X]Agriculture 6 dice +29 110R
--[X] Vertical Farming Projects (Stage 5) 78/225 2 dice 30R 74%
--[X] Dairy Ranches (Phase 2+3) 163/375 2 dice 40R 20%
--[X] Spider Cotton Plantations (Phase 2) 60/170 2 dice 40R 97%
-[X]Tiberium 7 dice +39 180R
--[X] Red Zone Border Offensives (Stage 4+5) 93/440 3 dice 75R 11%
--[X] Tiberium Inhibitor Deployment (Blue Zone 7-Korea) 49/85 1 die 30R 100%
--[X] Coordinated Abatement Programs (Phase 1) 0/200 3 dice 75R 95%
-[X]Orbital 7 + 3 Free dice +AA+Erewhon +34 260R
--[X] GDSS Columbia (Phase 5) 324/1045 7 dice 140R 15%
--[X] GDSS Shala (Phase 4) 229/520 2 dice 40R
--[X] Gravitic Shipyard 392/425 AA die 30R 82%
--[X] Fusion Shipyard 446/475 E die 20R 86%
--[X] Life Support Processor Development (Tech) (New) 0/80 1 die 30R 75%
-[X]Services 4 dice +35 90R
--[X] Autodoc Systems Development (New) 52/120 1 die 30R 88%
--[X] Human Augmentation Programs (New) 0/120 1 die 30R 36%
--[X] Library Enhancement Programs (New) 0/185 2 dice 30R 51%
-[X]Military 7 + 2 Free dice +31 185R
--[X] Strategic Area Defense Networks (Phase 2+3) 149/605 6 dice 120R 75%
--[X] Transorbital Fighter Development 0/60 1 die 20R 92%
--[X] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
--[X] Combat Laser Development 38/80 1 die 25R 100%
-[X]Bureaucracy 4 dice +29 -60Rpt
--[X] Predictive Modeling Management 1 die auto
-[X] Transfer Funding to InOps 1 die auto 60R
--[X] Administrative Assistance (Orbital)

1180/1240R
6/6 Free dice

[X] Plan Karachi Shield Alloys
 
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Budget:
1160/1300 R
(only 1220 RpT income)

FREE DICE:
3 on Heavy Industry
1 on Orbital
2 on Military

ENERGY BALANCE:
+28 (baseline) +4 (DAE) +2 (RZBO Stage 4)
-1 (dairy) -9 (inhibitors) -2 (SADN) -2 (Santiago) -4 (foundries)
->
+16 Energy, 12% chance of +35 Energy.

CAPITAL GOODS BALANCE:
+27 (baseline) +2 (DHIA) -1 (gravitics) -1 (Santiago) -10 (private sector)
->
+17 Capital Goods, closing in on +8 more from ongoing projects unlikely to complete



[X] Plan Attempting Strategic Defense and Inhibition NTU Edition

-[X] Infrastructure (5/5 Dice, +27 bonus, 80 R)
--[X] Postwar Housing Refits (Phase 1) 0/170 (1 die, 10 R) (1/2 median)
--[X] Rail Network Construction Campaigns (Phase 5) 39/280 (3 dice, 45 R) (55% chance)
--[X] Suborbital Shuttle Service (Phase 2) 110/225 (1 die, 25 R) (28% chance)

-[X] Heavy Industry (5/5 Dice + 3 Free Dice, +34 bonus, 280 R)
--[X] 2nd Gen. CC Fusion Plants (Phase 2) 75/310 (2 dice, 40 R) (12% chance)
--[X] U Series Alloy Foundries (Phase 4) 32/510 (6 dice, 240 R) (73% chance)

-[X] Light Industry (4/4 Dice, +29 bonus, 80 R)
--[X] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 (4 dice, 80 R) (4/7 median)

-[X] Agriculture (6/6 dice, +29 bonus, 55 R)
--[X] Laboratory Meat Development 0/100 (1 die, 15 R) (45% chance)
--[X] Reforestation Campaign Preparations (Phase 1) 0/835 (5 dice, 25 R) (5/10.5 median)

-[X] Tiberium (7/7 dice, +39 bonus, 190 R)
--[X] Tiberium Inhibitor Deployment (BZ-2 North America) 49/90 (1 die, 30 R) (100% chance)
--[X] Tiberium Inhibitor Deployment (BZ-4 Southeast Arabia) 0/85 (1 die, 30 R) (70% chance)
--[X] Tiberium Inhibitor Deployment (BZ-9 East Australia) 0/85 (1 die, 30 R) (70% chance)
--[X] Red Zone Border Offensives (Stage 4+5) 93/440 (3 dice, 75 R) (Stage 4, 11% Stage 5)
--[X] Coordinated Abatement Programs (Phase 1) 0/200 (1 die, 25 R) (1/2 median)

-[X] Orbital (7/7 Dice + 1 Free die + EREWHON!!!, +34 bonus, 190 R)
--[X] Gravitic Shipyard 392/425 (1 die, 30 R) (100% chance)
--[X] Fusion Shipyard 446/475 (E die, 20 R) (86% chance)
--[X] GDSS Columbia (Phase 5) 324/1045 (4 dice, 100 R) (4/8 median)
--[X] GDSS Shala (Phase 4) 229/520 (3 dice, 60 R) (45% chance)

-[X] Services (4/4 Dice, +35 bonus, 90 R)
--[X] Human Augmentation Programs (New) 0/120 (1 die, 30 R) (36% chance)
--[X] University Program Updates (New) 0/255 (2 dice, 30 R) (5% chance)
--[X] Autodoc Systems Development 52/120 (1 die, 30 R) (88% chance)

-[X] Military (7/7 Dice + 2 Free + 1 AA dice, +31 bonus, 205 R)
--[X] Strategic Area Defense Networks (Phase 2+3) 149/615 (7+AA dice, 160 R) (Phase 2, 98.2% Phase 3)
--[X] Ground Forces Zone Armor (Set 1) (Santiago) 127/165 (1 die, 20 R) (100% chance)
--[X] Combat Laser Development 38/80 (1 die, 25 R) (100% chance)

-[X] Bureaucracy (4/4 Dice, +29 bonus, 0 R)
--[X] AA die on Strategic Area Defense Networks (2 dice, auto)
--[X] Hand Off Capital Goods to Market (-10 Capital Goods) (1 die, auto)
--[X] Interdepartmental Favors (1 die, auto)
---[X] Diplomatic Corps: Complete Coordinated Abatement by end of Plan: +5 Political Support
---[X] Housing (complete Postwar Housing Refits and Rail Network Phase 5): +2 PS




This is the same as Simon's plan, but I took the die off Dairy Farms and put it on Reforestation. I still think the farms should wait until the next quarter, if not the last. More time for more animals, fresher in everyone's minds. Otherwise I agree with it. So it's also a little cheaper, but that's not the goal.
 
[X]Plan Attempting to vibe with the Brotherhood
-[X]Infrastructure 5 Dice, 90R
--[X] Yellow Zone Fortress Towns (Phase 7) 93/270 3 dice 60R 92%
--[X] Suborbital Shuttle Service (Phase 2) 110/225 2 dice 50R 90%
-[X]Heavy Industry 5 Dice, 120R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 3 dice 60R 74%
--[X] Aberdeen Isolinear Fabricator (Phase 1) 0/100 2 dice 60R 99%
-[X]Light and Chemical Industry 4 Dice+Erewhon, 95R
--[X] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 Dice, 80R
--[X] Adaptive Clothing Development (New) 0/60 Erewhon Dice 15R
-[X]Agriculture 6 Dice 100R
--[X] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%
--[X] Vertical Farming Projects (Stage 5) 78/225 2 dice 30R 74%
--[X] Dairy Ranches (Phase 2+3) 163/375 2 dice 40R 20%
-[X]Tiberium 7 Dice 215R
--[X] Red Zone Border Offensives (Stage 4+5) 93/440 3 dice 75R 11%
--[X] Coordinated Abatement Programs (Phase 1) 0/200 2 dice 50R 45%
--[X] Tiberium Inhibitor Deployment (Blue Zone 7-Korea) 49/85 1 die 30R 100%
--[X]Tiberium Inhibitor Deployment (Blue Zone 4-Arabian Peninsula) 0/85 1 dice, 30R 70%
-[X]Orbital 7 Dice +4 Free dice 240R
--[X] Life Support Processor Development (Tech) (New) 0/80 1 die 30R 75%
--[X] Gravitic Shipyard 392/425 1 die 30R 100%
--[X] Fusion Shipyard 446/475 1 die 20R 100%
--[X] GDSS Shala (Phase 4) 229/520 4 dice 80R 92%
--[X] GDSS Columbia (Phase 5) 324/1045 1 Dice 20R
--[X] Spaceport Bay 0/335 3 dice 60R 16%
-[X]Services 4 Dice 110R
--[X] Regional Hospital Expansions (Phase 2) 85/280 2 dice 50R 42%
--[X] Autodoc Systems Development (New) 52/120 1 die 30R 88%
--[X] Human Augmentation Programs (New) 0/120 1 die 30R 36%
-[X]Military 7 Dice + 2 Free dice 185R
--[X] Strategic Area Defense Networks (Phase 2+3) 149/605 7 dice 140R 96%
--[X] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
--[X] Combat Laser Development 38/80 1 die 25R 100%
-[X]Bureaucracy 4 dice 90R
--[X] Transfer Funding to InOps 1 die auto 60R
--[X] Hand Off 10 Capital Goods to Market
--[X] Expand Grants Programs 1 die auto 30R
--[X] Trade Programs (Sell Consumer Goods) 1 die auto
Total cost 1245 55R left in reserve

Plan explained. Start off really simple, Fortress towns in case of Nod attacks, also setting up for some easy yellow zone harvesting. Suborbital shuttles for logistics. both with high chance of completion.

Heavy industry. Max dice into energy. Then 2 dice into Isolinear for a good chance of completing first phase.

Light/Chemical industry, again, very simple. All 4 dice into Reykjavik then Erewhon on clothing to make it fashionable.

Agri, an attempt to finish the second phase of dairy with minimal dice, it guarantees completing phase 1 so that's nice. Apart from that, mechanized and vertical farming to cover the food cost and assuming the latter two complete then that should see us in good stead to put a lot of effort into reforestation prep.

Tiberium. Border offensives, 1 phase guaranteed. Potential for a second one but the extra dice is mainly there to guarantee the first. Then a couple of dice for a fair start on the coordinated abatement with a chance of completion to work with Nod. Final 2 dice into blue zone inhibs. one guaranteed, one with good odds of completing, notable the second is right next to the Caravanserai.

Orbital. 1 dice on life support tech for future. 1 dice on each of the ship bays to get those started. and guaranteed completion, it's not technically as efficient as an AA dice or using Erewhon, but they're finished, and we no longer have to worry about them, and hopefully going forwards better ships will help us with space. After that, 4 dice into shala for a chance at completing a phase. 1 dice into Columbia to keep that ticking along. And the final 3 dice into spaceport bay, small chance of completion but I expect to have to finish it next turn. But, the important part is future proofing our orbital traffic control.

Services attempts to complete several projects with minimal dice cost.

Military. pretty simple. Max free dice into it. 7 Dice on the SADN. 1 dice to finish a zone armour factory. the last dice onto steel talons lasers.

Bureacracy=free market goes brr. Selling some of our excess con goods to friendly warlords. Completing our grants promise to fund the free market. Making a major release of cap goods to the market too. And lastly, extra R to InOps.
 
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I'd like to stump a bit for Attempting to Storm The Heavens, my space-heavy plan. The target is extremely ambitious and we might fall a little short even if we try very hard. But if Starbound does well out of the upcoming elections in the wake of the Tiberium Prediction Algorithms coverage debacle, we'll be ingratiated with them. And it will show the public that we're really committed to preparing "lifeboats" for as many people as possible if the Earth cannot be saved.
 
I'd like to stump a bit for Attempting to Storm The Heavens, my space-heavy plan. The target is extremely ambitious and we might fall a little short even if we try very hard. But if Starbound does well out of the upcoming elections in the wake of the Tiberium Prediction Algorithms coverage debacle, we'll be ingratiated with them. And it will show the public that we're really committed to preparing "lifeboats" for as many people as possible if the Earth cannot be saved.

Counterpoint: we are already driving towards that goal just about as hard as we possibly can.

Secondary point: Starbound are already fully in love with us.
 
Counterpoint: we are already driving towards that goal just about as hard as we possibly can.

Secondary point: Starbound are already fully in love with us.
Counterpoint to the main counterpoint: "Just about as hard as we possibly can" would entail heavy consistent Free dice spending, and we've let Free dice spending on that drop off over the past few turns with the noteworthy and honorable exception of your popular and successful "bays galore" plan. For me, the reason to consider the Starbound promise is mainly that it commits us to a surge of Free dice spending at a time when that sends useful political signals.

Counterpoint to the secondary point: You're right, but if we're about to see a major political shift in favor of evacuation efforts, and we might be, I think leaning into that and encouraging the symbiosis would not be a bad thing.
 
We're already being frequently hit with complaints from our people that we're rushing our space construction too fast and that it is reducing the build quality.

I don't see any gain from making a promise to do it even faster and shoddier. Remember, the 10k plan was popular with multiple groups, but only Starbound wanted 20k.

There are a lot of programs that can reassure our people in the shortterm. Ironically, orbital is not one of them. People can do the math, and realize that the chances that they, or any of their loved ones, being evacuated from Earth in the next 20 years is abysmally low. If you want to reassure people, promise more efforts on fighting tiberium so that there is more time to build space assets.
 
We're already being frequently hit with complaints from our people that we're rushing our space construction too fast and that it is reducing the build quality.

I don't see any gain from making a promise to do it even faster and shoddier. Remember, the 10k plan was popular with multiple groups, but only Starbound wanted 20k.
It depends on whether we're serious about making evacuation an option for at least much of our population.

If we're very visibly not rushing our efforts, then absolutely, the hope of us having enough habitat space to evacuate even a large fraction of GDI's population 20-30-40 years down the road is quite slim.

Haste, by contrast, might send a constructive signal of good faith intent to try to the populace at large.

If you want to reassure people, promise more efforts on fighting tiberium so that there is more time to build space assets.
We can do that too, but I'm not sure more Free dice on Tiberium is a better choice for that than more on Orbital.
 
[X] Plan Attempting Strategic Defense and Inhibition
[X] Plan Attempting Strategic Defense and Inhibition NTU Edition
[X] Plan Attempting to Storm the Heavens, OSHA Compliant
[x] Plan: Derpenshmertz The Derpening
[X] Plan Modeling, Alloy and Space
 
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I mean that's the thing, right? We're already moving as fast as we can in Orbital, and actually are frequently moving faster than is what is safe for our workers or the longevity of our stations.

We're not going to get goodwill from our populace by making political commitments that get more workers killed, and reduce the lifespan of the stations that they are going to be (if they're lucky) evacuated to.

Starbound isn't willing to promise us anything dor making this commitment. And there's a decent chance we'll fail it. Why would we want to hurt our reputations for people who don't even find the task worthwhile enough to promise anything in return?

It's nonsensical.

Longterm, orbital is better served by a continued diverse investment across different projects. Rush jobs for the sake of political expediency are wasteful, and may put our orbital ambitions further behind than if we had never made the promise at all.
 
I mean that's the thing, right? We're already moving as fast as we can in Orbital, and actually are frequently moving faster than is what is safe for our workers or the longevity of our stations.
The real point under debate is the precise balance point where "as we can" is. And the general undertaking of "build a lifeboat in space for humanity" may be the entirety of the human future. Indeed, it very probably will, as far as GDI knows, since they don't know about the TCN being a realistic option.

It is entirely possible that applying a consistently aggressive and intensive sense of urgency to the program could make the difference between a future where GDI can only get twenty million people off planet versus one where they can get fifty or a hundred million. Or between 100 million and 200 million. Or, if we can hold out long enough, between 200 million and everyone. We don't know. Exponential growth curves reward early adopters.

So it is entirely possible that yes, the populace that's spent seventy years getting used to casualties fighting both Nod and Tiberium, that basically took in stride the fact that (for instance) an entire ZOCOM battalion got cut off and wiped out just trying to push into the Red Zone for mining operations a year back, will accept some level of risk and loss among our workforce in an attempt to get more done faster.

"Slow and steady wins the race" is the kind of logic that probably feels better when you don't think the planet is literally falling apart under your feet.

So I'm not at all sure "we're not going to get goodwill from our populace" by being even more aggressive in building the prototype stations. Which are definitively not where they will be evacuated to, since they are, well, prototypes.

Likewise, Starbound is not giving us a concrete promise. None of the parties are. This is not because Political Promises is a useless action; it is becuase it is simply not realistic for us to expect mathematical predictions of all things. Just because there is not a hard number put on the goodwill we might receive, does not mean the goodwill will be without consequence or that Starbound cannot make its relief and satisfaction felt.
 
[X] Plan Attempting Strategic Defense and Inhibition

[X]Plan Attempting to vibe with the Brotherhood
-[X]Bureaucracy 4 dice 90R
--[X] Transfer Funding to InOps 1 die auto 60R
--[X] Hand Off 10 Capital Goods to Market
--[X] Expand Grants Programs 1 die auto 30R
--[X] Trade Programs (Sell Consumer Goods) 1 die auto
Total cost 1245 55R left in reserve

Bureacracy=free market goes brr. Selling some of our excess con goods to friendly warlords. Completing our grants promise to fund the free market. Making a major release of cap goods to the market too. And lastly, extra R to InOps.

Only one congoods trade? I was think x5 or x10 on that. Just slam nod full of ConGoods and see how they react. XD

Speaking of which, would you be willing to go for that @Simon_Jester ? I don't think we need more PS that badly? Unless we're expecting to need to go heavy in liquid tib energy at some point, or something. :/

Edit: Oh wait, lol. I missed the '-5 PS per option taken' So, maybe not, then. Unless we can spin it somehow? "Buying peace with consumer trash; the civilized way!"
 
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One interesting possible impact of heavy orbital investment is increasing refugee streams.

Not everybody in Nod territory is crazy enough to believe becoming a hunk of tiberium is a good thing. They too might want to leave.

And major space milestones might draw those to GDI territory.
 
Speaking of which, would you be willing to go for that @Simon_Jester ? I don't think we need more PS that badly?
I'm not opposed to trading away a sizeable amount of PS that way. But this turn in particular I don't want to go for it. I don't have slack in Bureaucracy, not really; both plans commit two dice to an AA die project on something quite important, and then one on the Capital Goods infusion which I think is very important and the sooner it's done the better, and then the last one is likewise on something pretty significant. In Attempting Strategic Defense and Inhibition, it's gaining us +7 PS, while in Attempting To Storm The Heavens, that's the linchpin of the whole plan by making a promise to Starbound.

I don't have the wiggle room this turn, but maybe later.
 
Since we completed Chicago shouldn't we be able to see other planned city options now? We only have one of our two planned city slots filled.

I don't have time to go in depth here, but I do want to point out I think second gen repulsirplates is actually huge. It already calls out it'll trigger some unlocks, but beyond that we've seen narrative issues with tiberium maintenance in harvester shreds and with nasty landscapes in the deep red zones, which this could be an easy boost. Also, we've had the narrative suggestion that repulsors are needed/useful for further STU:income ratios
I completely agree that it is important and could have big effects. We should consider them after the alloy factories. Maybe take the offer of trade with nod for STUs? Not sure.

Of course the really big problem there is that we need to start North Boston after alloys as well.
I'd like to stump a bit for Attempting to Storm The Heavens, my space-heavy plan. The target is extremely ambitious and we might fall a little short even if we try very hard. But if Starbound does well out of the upcoming elections in the wake of the Tiberium Prediction Algorithms coverage debacle, we'll be ingratiated with them. And it will show the public that we're really committed to preparing "lifeboats" for as many people as possible if the Earth cannot be saved.
At this point I am kinda against making more promises in general. It feels like we are stretched really thin already, especially when it comes to Orbital and our huge population promise to them we've already made. Do we really need to go even further? I'd like SOME wiggle room for our reduced free dice.

That being said your other plans got my vote.

[X] Plan Attempting Strategic Defense and Inhibition
[X] Plan Attempting Strategic Defense and Inhibition NTU Edition
 
Since we completed Chicago shouldn't we be able to see other planned city options now? We only have one of our two planned city slots filled.

I don't think what the city will be has been decided yet.

Also, the various planners may have decided not to put new planned city options in front of us until we've completed (the already much delayed) Karachi.
 
[X] Plan Karachi Shield Alloys
[X] Plan Attempting Strategic Defense and Inhibition
[X] Plan Attempting Strategic Defense and Inhibition NTU Edition
 
[X] Plan Attempting Strategic Defense and Inhibition
[X] Plan Attempting to Storm the Heavens, OSHA Compliant
[X] Plan Karachi Shield Alloys v2
 
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2063 Q2 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure has the Planned City Project of Karachi.

Required Projects:
-Karachi Planned City Phase 1-5: 0/1705 Progress ~9 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

Semi Required Projects:
-None

Infrastructure Total = 9 dice
55 Infrastructure dice for the rest of the Plan, 46 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston. The completion of the first 5 phases of the Alloy Foundries are likely needed to net reduce the die cost across the board. We are also likely going to need a few phases of 2CCF plants to support CCF replacement.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/2040 Progress ~24 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

Semi Required Projects:
-U-Series Alloy Foundries Phase 4-5: 32/995 Progress ~11 dice median
--Requires 8 Energy
--Requires 4 STU
--Note: The effects of the U-Series Alloy Foundries are not modeled elsewhere in this analysis as it depends on when they are built. Additionally, the current total progress cost of Phase 4-5 of the Foundries is 1020. As the cost reduction was not initially built into the Foundries and they will get cheaper as more Foundries are built, I have included proportional reduction of 25 for Phase 5.

-Second Generation Continuous Cycle Fusion Plants Phase 2-3: 75/620 Progress ~7 dice median
--Requires 2 Labor
--Provides 38 Energy
--Note: Total CCF Energy is 144, not counting precursor plants. With the total 144 CCF Energy cost we would need 4 additional 2CCF plants to maintain a positive Energy, this would cost an additional 14 dice and require 1 Free Dice in Heavy Industry. I am not including the assumption that we need to completely overhaul the CCF plants this plan as that is not what is implied in the text. However, this analysis includes an assumption that we will replace ~50% of the CCF plants this plan (72 Energy)

Heavy Industry Total = 42 dice
55 Heavy Industry dice for the rest of the Plan, 13 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry requires the completion of Reykjavik. Bergen is not explicitly required, however it may be necessary to complete the 4th phase to increase our ability to produce the 2CCF for non-plan projects, including offsetting the CCF plants coming offline.

Required Projects:
-Reykjavik Myomer Macrospinner Phase 5: 553/1120 Progress ~7 dice median
--Provides 4 Energy
--Provides 8 Capital Goods

Semi Required Projects:
-Bergen Superconductor Foundry Phase 4: 235/665 Progress ~5 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 12 dice
44 Light and Chemical Industry dice for the rest of the Plan, 32 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the completion of one Phase of Dairy Ranches, the Reforestation Projects, and the production of 9 Agriculture Consumer Goods.

Required Projects:
-Dairy Ranches Phase 2: 163/190 Progress ~1 die median
--Requires 1 Energy
--Requires 3 Food
--Requires 1 Labor
--Provides 6 Consumer Goods

-Reforestation Preparation Campaign Phase 1-2: 0/1670 Progress ~21 dice median

Semi Required Projects:
-Agricultural Consumer Goods: Must produce 9
--6 Provided by Dairy Ranches
--6 Provided by Shala
--Total Produced: 12

Agricultural Total = 22 dice
66 Agricultural Dice for the rest of the Plan, 44 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, along with three BZ Inhibitors, an additional 28 RZ Mitigation, 585 Income and 470 Processing. Also the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs.

Required Projects:
-Karachi Planned City Phase 1-5: ~10 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Tiberium Inhibitor Deployment BZ x3: BZ-2 49/90 Progress ~1 die median, x2 0/90 Progress ~2 dice median
--Requires 9 Energy
--Provides 6 YZ Mitigation

-Red Zone Border Offensives Phase 4-5: 93/440 Progress ~4 dice median
--Provides 4 Energy
--Provides 6 RZ Mitigation
--Provides ~50 RpT

-Improved Hewlett Gardener Process Refits: 65/1470 Progress ~16 dice median

-IHG Tiberium Processing Plants Stage 1-2: 0/340 Progress, ~4 dice median
--Requires 8 Energy
--Requires 6 Logistics
--Provides 900 Processing

Semi Required Projects:
-Tiberium Vein Mines Phase 9-13: 22/885 Progress ~10 dice median
--Requires 5 Capital Goods
--Provides ~150 RpT
--Provides 5 YZ Mitigation

-Deep Red Zone Glacier Mining Phase 4-5: 28/430 Progress ~5 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/580 Progress ~6 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

-Red Zone Harvesting Stage 12: 29/130 Progress ~1 die median
--Provides 1 Energy
--Provides 1 RZ Mitigation
--Provides ~17.5 RpT

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

Tiberium Total = 60 dice
77 Tiberium Dice for the rest of the Plan, 17 dice available, no free dice required.
Orbital Projects
Orbital currently requires the deployment of the Conestoga and the movement of an immense amount of people to Space, along with the completion of the Gravitic and Fusion Shipyards.

Required Projects:
-GDSS Enterprise Gravitic Shipyard Bay: 392/430 Progress ~1 die median
--Requires 1 Capital Goods
--Requires 2 STU
--Assuming this counts as deploying the Conestoga, no further Conestoga Class dice required, this is heavily implied by the lack of any Conestoga exclusive project in the project list for Q1 2063.

-GDSS Enterprise Fusion Shipyard Bay: 446/475 Progress ~1 die median

-GDSS Columbia: 324/1045 Progress ~8 dice median
--Provides 2000 Space Population

-GDSS Shala: 229/1550 Progress ~15 dice median
--Provides 700 Space Population
--Provides 12 Food
--Provides 6 Consumer Goods

-Space Population Commitment of 17150
--13450 Space Population Commitment Remains post Shala and Columbia.
---Based on the average Bay efficiency of 350 Progress needed per 1000 Space Pop yields a conservative estimate of 4043 progress required. This implies 53 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing due to the Alloy Foundries and the Housing Bays.

Semi Required Projects:
-GDSS Shala Habitation Bay: 0/330 Progress ~4 dice median
-- Provides 1000 Space Population

Orbital Total = 82 dice
77 Orbital Dice for the rest of the Plan, 0 available, 5 free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 85/280 Progress ~2 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

Semi Required Projects:
-None

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

Services Total = 2 dice
44 Services Dice for the rest of the Plan, 42 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 11 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Strategic Area Defense Networks Phase 2-4: 149/970 Progress ~10 dice
--Requires 4 Energy
--Note: The Energy and Progress costs are based on continuing the pattern from Phase 1-3 for Phase 4.

-Reclamator Hub Red Zone x2: 0/570 Progress ~7 dice
--Provides 2 Energy
--Provides 6 RZ Mitigation
--Provides 50 RpT
-General Military Total = 28 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Orca Wingmen Drone Deployment Phase 2: 56/240 Progress ~2 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
-Air Force Total = 2 dice

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

Ground Forces
-Ground Forces Zone Armor x5: 127/800 Progress ~8 dice
--Requires 10 Energy
--Requires 5 Capital Goods
--Requires 10 Labor

-Next Generation Armored Support Vehicles: 0/80 Progress ~ 1 die

- Next Generation Armored Fighting Vehicles: 0/80 Progress ~ 1 die
-Ground Forces Total = 10 dice

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

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

Steel Talons
-Combat Laser Development: 38/80 Progress 1 die

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

-At least 11 Steel Talon dice
-Steel Talons Total = 11 die

Military Total = 58 dice
77 Military dice for the rest of the Plan, 19 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 28 current, 5 in reserve
--72 Required to replace End of Life CCF Plants (Estimate 50% of total CCF Energy, which is 144)
--8 Required by North Boston Chip Fabricator
--8 Required by U-Series Alloy Foundries
--2 Required by Dairy Ranches
--9 Required by BZ Inhibitors
--8 Required by IHG Processing Plants
--1 Required by Hospitals
--4 Required by SADN
--3 Required by Orca Wingmen Drone Deployment
--10 Required by GFZA
--6? Required by Governor A Deployment
--38 Provided by ICCF
--44 Provided by DEA
--4 Provided by Reykjavik
--8 Provided by Bergen
--4 Provided by Border Offensives
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ Harvesting
--2 Provided by RZ MARVs
--Net: 12 Energy

-Logistics:‌ 17
--2 Required by Bergen
--6 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 23 Logistics

-Food:‌ 27
--3 Required by Dairy Ranches
--12 Provided by GDSS Shala
--1 Provided by Perennials
--Net: 37 Food

-Capital Goods: 27
--20 Required by Civilian Market
--5 Required by Vein Mines
--1 Required by Gravitic Bay
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--5 Required by GFZA
--4? Required by Governor A Deployment
--22 Provided by DIA
--32 Provided by North Boston Chip Fabricator
--4 Provided by Bergen
--8 Provided by Rekjavik
--Net: 51 Capital Goods

-Consumer Goods: 211 current, Must produce 42
--33 Provided by BoA and CID
--16 Provided by North Boston Chip Fabricator
--6 Provided by Dairy Ranches
--6 Provided by GDSS Shala
--Total Produced: 61
--Net: 272

-STU: 8
--4 Required by Alloy Foundries
--2 Required by Gravitic Bay
--3 Produced by IHG Refits
--5 Produced by new income
--Net: 10

-Labor: 32, +1 per turn
--11 Provided by Growth
--2 Required by North Boston Chip Fabricator
--2 Required by ICCF
--1 Required by Dairy Ranches
--12 Required by Karachi Planned City
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--10 Required by GFZA
--Net: 14
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~29 Labor, as such even with no additional growth we will meet Labor requirements.

-Tiberium Processing: Must produce 470
--900 Provided by IHG Tiberium Processing Plants
--Total Produced: 900

-Income RpT: Must produce 585
--150 Provided by Private Industry (current 15 RpT/T tax growth)
--50 Provided by Border Offensives
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--150 Provided by Vein Mines
--17.5 Provided by RZ Harvesting
--50 Provided by RZ MARVs
--Total Produced: 612.5

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

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 55 Total, 9 Required, 46 Available
Heavy Industry: 55 Total, 43 Required, 12 Available
Light and Chemical Industry: 44 Total, 12 Required, 32 Available
Agriculture: 66 Total, 22 Required, 44 Available
Tiberium: 77 Total, 60 Required, 17 Available
Orbital: 77 Total, 78 Required, 0 Available, 1 Free Die Required
Services: 44 Total, 2 Required, 42 Available
Military: 77 Total, 58 Required, 19 Available
Free: 66 Total, 5 Required, 61 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Updates:
-I did a brief check on the relative cost for the Coordinated abatement and they are comparable to RZ MARVs and Containment lines, if slightly less effective.

Any questions/comments are welcome
 
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