It should also be noted that we're at net +0 Labour/turn right now (and trending downward) and we don't know how many +Labour projects are coming, nor how much University Program Updates may improve that situation.

Per doruma we don't actually have enough Labour to complete our mandatory projects, at least if we keep up the pace of powerplant construction we have been:
-Labor: 28, +0 per turn
--0 Provided by Growth
--2 Required by North Boston Chip Fabricator
--5 Required by ICCF
--12 Required by Karachi Planned City
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--Net: -1
--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 with no additional growth, we will not meet Labor requirements.

Perhaps I'm overly conservative, but I'd rather focus efforts on required goals before we start spending those indicators on non-essentials - or at least delay non-goal projects by a turn until we can get at least UPU out and see what that frees up for us.
 
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So glad we have time to think about things as there are a lot of nuances.

I will say this, I like options that have us completing things that are disappearing. So I would vote for the military projects, the island for example, going away.

Beyond that my other personal requirement is to continue anything we started cause I think if we started it we should go till it done, bearing any special circumstances.

Other than that probably a lot of open potentials.
 
1185/1290 R budget
-20 Political Support
6/6 Free dice (2 Heavy Industry, 4 Orbital)

[] Attempting to Have Both Industrial Projects, NTU Edition
-[] Infrastructure (5/5 Dice, +27 bonus, 90 R)
--[] Blue Zone Arcologies (Stage 4) 277/465 (3 dice, 45 R) (88% chance)
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 (1 die, 20 R) (1/2 median)
--[] Suborbital Shuttle Service (Phase 3) 27/150 (1 die, 25 R) (20% chance)

-[] Heavy Industry (5/5 Dice + 2 Free Dice, +34 bonus, 145 R)
--[] 2nd Gen. CC Fusion Plants (Phase 3) 143/275 (2 dice, 40 R) (89% chance)
--[] Second Generation Repulsorplate Factories 0/525 (3 dice, 75 R) (3/6 median)
--[] North Boston Chip Fabricator (Phase 5) 36/1805 (2 dice, 30 R) (2/21 median)

-[] Light Industry (4/4 Dice, +29 bonus, 120 R)
--[] Bergen Superconductor Foundry (Phase 4) 235/610 (4 dice, 120 R) (24% chance)

-[] Agriculture (6/6 dice, +29 bonus, 40 R)
--[] Agriculture Mechanization Projects (Phase 2) 203/230 (1 die, 15 R) (100% chance)
--[] Reforestation Campaign Preparations (Phase 1) 457/805 (5 dice, 25 R) (84% chance)

-[] Tiberium (7/7 dice, +39 bonus, 155 R, -10 PS)
--[] Tiberium Vein Mines (Stage 10) 36/150 (2 dice, 40 R) (98% chance)
--[] Red Zone Containment Lines (Stage 6) 54/180 (2 dice, 50 R) (95% chance)
--[] Enhanced Harvest Tiberium Spikes 0/180 (2 dice, 40 R) (72% chance) (-10 PS)
--[] Coordinated Abatement Programs (Phase 2) 88/180 (1 die, 25 R) (63% chance)

-[] Orbital (7/7 Dice + 4 Free dice + EREWHON!!!, +34 bonus, 240 R)
--[] GDSS Columbia (Phase 5) 956/1015 (E die, 20 R) (57% chance)
--[] GDSS Shala (Phase 4) 367/975 (5 dice, 100 R) (1% chance)
--[] Hospital Bay 184/300 (1 dice, 20 R) (?% chance)
--[] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
--[] Habitation Bay 0/295: 2 dice 40 R (?%)

-[] Services (4/4 Dice + AA Die, +35 bonus, 260 R)
--[] University Program Updates 137/250 (1 die, 15 R) (~100% chance)
--[] Library Enhancement Programs 149/180 (AA die, 15 R) (100% chance)
--[] Cosmetic Biosculpting 87/345 (1 die, 30 R) (1/3 median)
--[] Primitive Portal Construction 73/400 (2 dice, 200 R) (2/3.5 median)

-[] Military (7/7 Dice, +31 bonus, 135 R)
--[] Orca Wingmen Drone Deployment (Phase 2) 56/215 (2 dice, 40 R) (68% chance)
--[] Island Class Assault Ship Deployment 0/135 (1 dice, 25 R) (15% chance)
--[] Shark Class Frigate Shipyards (Seattle) 148/230 (1 die, 20 R) (65% chance)
-[] Transorbital Fighter Development 0/60 (1 die 20R) (92% chance)
--[] Inferno Gel Development (Tech) 0/40 (1 die, 10R) (100% chance)
--[] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R 1/3.5 median

-[] Bureaucracy (4/4 Dice, +29 bonus, -55 RpT)
--[] Administrative Assistance: University Program Updates
--[] Transfer Funding to InOps 1 die auto (-60 RpT)
--[] Trade Programs: Sell Consumer Goods (+5 RpT) (-5 Political Support)



My version of Simon's plan. Swapped Stealth Disrupters for Inferno Gel, USGVs for MRAPs, and instead of the housing bay we can't build, I'm doing the Habitation Bay on Shala. Helps the pop goal and makes sure there's living space for anyone that likes the idea of a space farm with all sorts of weird extras.

I don't quite trust my math on the Resource cost, but it's what my calculator says so.

Edit: I also took 1 die off the Islands and put it on Transorbital Fighter Development.
 
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Per doruma we don't actually have enough Labour to complete our mandatory projects, at least if we keep up the pace of powerplant construction we have been:

I have been corrected on that front, thanks to the shutting down of 2 CCF plants before the end of the plan we will be getting 2 labor back from them, along with losing out on 32 Energy. That puts us just over the minimum needed for this Plan.
 
I have been corrected on that front, thanks to the shutting down of 2 CCF plants before the end of the plan we will be getting 2 labor back from them, along with losing out on 32 Energy. That puts us just over the minimum needed for this Plan.
Mm. That still doesn't leave space for Islands though, since those are -2 Labour.

My point stands that I think we should at the very least wait for UPU to complete and figure out just what the labour budget ends up looking like - remembering as well that even with a boost we're still facing a shrinking pool of potential there and we should be prepared for the possibility of losing more still.
 
So, was looking through at what I'd like to see in a Plan, ended up making a Plan.

Works on completing an BZ Arco phase before finishing more refits, keeps us ahead on power while starting North Boston, and pushes on the next phase of Bergen. We have Lab Meat on the menu, Containment Lines, Coord Abatement, a YZ Inhibitor, and more IHG Refits. Orbital looks to complete Columbia and Hospital Bay while making progress on Spaceport Bay and completing Shala. Libraries and Universities get final funding, biosculpting continues, and I dump a pile of R down the toilet that is portal prototypes. In military I ended up targeting projects that had deadlines listed - Orbital Caches for MS, started Stealth Disruptor deployment, begin Island work, hopefully finish Seattle, Gov-A development, and started USGVs. In admin, we have an AA dice to Services, ConGoods Trade, and PMM.

I deliberately tried to avoid too many projects that would give -Labor, or at least ones that would complete this turn. With a phase of Containment Lines and a phase of Coord Abatement, we get +6 RZ mitigation, but this plan gives a relatively lackluster 15-25 RpT. Upside, if Lab Meat completes, that knocks out the Agri ConGoods Plan Goal. I was going to activate Refit Dept, but swapped that to the Islands.

[] Plan Light on Labor
-[] Infrastructure (5/5+1, 105R)
--[] Blue Zone Arcologies (Stage 4) 3D, 45R 88%
--[] Suborbital Shuttle Service (Phase 3) 2D, 50R 86%
--[] Postwar Housing Refits (Phase 2) 1D, 10R 26%
-[] Heavy Industry (5/5+2 115R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 3) 2D, 40R 89%
--[] North Boston Chip Fabricator (Phase 5) 5D, 75R 5/21
-[] Light and Chemical Industry (4/4, 120R)
--[] Bergen Superconductor Foundry (Phase 4) 4D, 120R 24%
-[] Agriculture (6/6+2, 70R)
--[] Reforestation Campaign Preparations (Phase 1) 5D, 25R 84%
--[] Agriculture Mechanization (Phase 2) 1D, 15R 100%
--[] Laboratory Meat Deployment (Phase 1) 2D, 30R 54%
-[] Tiberium (7/7, 200R)
--[] Red Zone Containment Lines (Stage 6) 2D, 50R 95%
--[] Improved Hewlitt Gardener Refits (Phase 2) 2D, 70R 87%
--[] Tiberium Inhibitor (YZ-11) 1D, 30R 55%
--[] Coordinated Abatement Programs (Phase 2+3) 2D, 50R Phase 2 100%, Phase 3 4%
-[] Orbital (7/7+E+1, 180R)
--[] GDSS Columbia (Phase 5) 1D, 20R 96%
--[] Hospital Bay 1D+E, 40R 79%?
--[] Spaceport Bay 2D, 40R 2/4
--[] GDSS Shala (Phase 5) 4D, 80R 4/7
-[] Services (4/4+1+AA, 360R)
--[] Cosmetic Biosculpting 1D, 30R 1/3
--[] Library Enhancement Programs 1D, 15R 100%
--[] University Program Updates 1AA, 15R 100%
--[] Primitive Prototype Portal Construction 3D, 300R 32%
-[] Military (7/7, 135R)
--[] Orbital Nuclear Caches (MS) 2D, 40R 87%
--[] Stealth Disruptor Deployment 1D, 15R 1/2
--[] Governor-A Development 1D, 15R 100%
--[] Island Class Assault Ship Deployment 1D, 25R 12%
--[] Shark Class Frigate Shipyards (Seattle) 1D, 20R 65%
--[] Unmanned Support Ground Vehicle Deployment 1D, 20R 1/3
-[] Bureaucracy (4/4)
--[] Administrative Assistance (University Program Updates) 2D
--[] Trade Programs: Sell Consumer Goods 1D, -5 PS, +5RpT
--[] Predictive Modeling Management, 1D

Total: 1165 / 1265+25

Energy: +34 +5 DAE -2 BZ Arco +19 2CCF -1 AgriMech -2 Lab Meat +1 RZ Containment -6 Shark = +48 (+40 with plant decomm?)
Logistics: +26 +8 Shuttles (-2 mil) = +34 (-2 mil)
Food: +29 +12 AgriMech -1 LabMeat = +40
Health: +23 +1 Bay (-8 refugees) = +24 (-8 refugees)
Cap Goods: +25 -10 PMM -1 AgriMech -1 Uni -2 Shark +2 DIA = +13
STU: +6 +1 IHG Refits? = +7?
ConGoods: +242 +10 PI +3 SubDept +1 Perennials? +4 BZ Arco +6 LabMeat -10 Trade = +255-256
Labor: +28 -1 2CCF (net 0 growth) = +27

RZ Mitigation: 86 +3 RZ Containment +3 Coord Abatement = 92 (Require 20-6 more RZ mitigation)
YZ Mitigation: 104 +2 Inhibitor = 106

Political Support: 94 +10 Columbia +5 Library -5 Trade = 104

Income: +10-20 RZ Containment +5 Trades = +15-25 RpT
 
Resources: 1265 + 25 in‌ ‌reserve‌

[ ]Plan Attempting to attempt to plan.
-[ ]Infrastructure 5 dice 95R
--[ ] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
--[ ] Suborbital Shuttle Service (Phase 3) 27/150 2 dice 50R 86%
-[ ]Heavy Industry 5 dice 90R
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 3 dice 60R 100%
--[ ] North Boston Chip Fabricator (Phase 5) 36/1805 2 Dice 30R
-[ ]Light and Chemical Industry 4 dice 110R
--[ ] Department of Distributed Manufacturers -1 L&CL die -20RpT Auto
--[ ] Bergen Superconductor Foundry (Phase 4) 235/610 3 dice 90R
-[ ]Agriculture 6 dice 75R
--[ ] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
--[ ] Dairy Ranches (Phase 3) 98/180 1 die 20R 63%
--[ ] Vertical Farming Projects (Stage 5) 78/215 2 dice 30R 80%
--[ ] Reforestation Campaign Preparations (Phase 1) 457/805 2 dice 10R
-[ ]Tiberium 7 dice 150R
--[ ] Coordinated Abatement Programs (Phase 2+3) 88/355 3 dice 75R 63%
--[ ] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 41%
-[ ]Orbital 7 dice 140R
--[ ] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[ ] Spaceport Bay 0/295 3 dice 60R 42%
--[ ] GDSS Shala (Phase 5) 367/975 3 Dice 60R
-[ ]Services 4 dice 155R
--[ ] University Program Updates 234/250 1 die 15R 100%
--[ ] Library Enhancement Programs 149/180 1 die 15R 100%
--[ ] Regional Hospital Expansions (Phase 2) 85/270 1 Dice 25R
--[ ] Primitive Prototype Portal Construction 73/400 1 Dice 100R
-[ ]Military 7 dice 130R
--[ ] Transorbital Fighter Development 0/60 1 die 20R 92%
--[ ] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[ ] Island Class Assault Ship Deployment 0/135 2 dice 50R 84%
--[ ] Modular Rapid Assembly Prototype Factory 0/265 1 Dice 20R
--[ ] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%,
-[ ]Bureaucracy 4 dice
--[ ] Transfer Funding to InOps 1 die auto 60R
--[ ] Hand Off 10 Capital Goods to Market 1 die auto
 
If the Navy doesn't want the Islands, we should stop trying to force them. We clearly didn't think they were important enough to build them earlier. Nothing has changed in that regard.
By the time they are ready, we'll likely be playing around with next gen hovercraft anyway.
 
Updated Energy analysis:

We owe 152 energy.
We have 34 energy.
We want to maintain a floor of 20 energy.*

152-(34-20) = 138 Energy.
-------------
DAE +5 energy /turn.
From Fusion, (84 progress / die, 19 energy/270 progress) +5.91 energy/die.

The final phase of fusion would be 'due' in 2068 Q4, or 21 turns from now.
For a heavily simplified (138/21) -6.57 Energy/turn.

2 Dice Fusion + DAE - Debt = Net
11.82 + 5 - 6.57 = +10.25 net Energy/turn
--------------------------------------------
*Personal preference being able to unexpectedly lose an entire phase, take some damage from Nod, and still have 5 in the energy reserve.
--------------------------------------------
Net Energy Spent during the plan (per Doruma, not including the above) -17 Energy.
Other Energy Spending: Frigates -6, Stealth Disruptors -2, Railgun Munitions -1 (will autocomplete), Ultralight Munitions -3 (will autocomplete), Agricultural Mechanization -1, Second Gen Repulsorplate Factories -6 or Nuuk -8, Arcologies -2 = -23 Energy

-40 Energy/9 turns remaining in the plan= ~-4.5 Energy/turn

10.25-4.5 = +5.75 Energy/turn

So, on one hand, we're very, very close to being able to go down to one die per turn into fusion. On the other hand, I think it's preferable to front load our energy surplus, and I'm sure that we'll continue to find other projects (like inhibitors) to eat said surplus. So we'll probably be doing 2 dice into fusion for a while longer yet.
 
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If the Navy doesn't want the Islands, we should stop trying to force them. We clearly didn't think they were important enough to build them earlier. Nothing has changed in that regard.
By the time they are ready, we'll likely be playing around with next gen hovercraft anyway.
I think it's more that the Navy keeps getting fed up with us. We only funded convoy escort designs, so the Navy started considering just pivoting to be convoy escort and ditch amphib capabilities. We thought that was a terrible idea at the time and had the Islands developed. Then it was realized they wouldn't be ready for Karachi, and they got ignored for more "important" projects. And now the Navy's probably going back to that initial decision and considering going with it once more, because we can't be fucked to fund continued support of amphib capability after the token ship dev funding.

Alternately, they're looking at the Goals regarding developing the Next Gen vehicles, and expecting that if the yard upgrades aren't started by a certain point, the Islands might come out designed for the old stuff and not the new stuff. But probably mostly getting fed up with our inability to support anything non-convoy related for the Navy.
 
2063 Q4 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure requires the Planned City Project of Karachi and the Post War Housing Refits.

Required Projects:
-Karachi Planned City Phase 1-5: 0/1515 Progress ~9 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

-Post War Housing Refits Phase 2-3: 33/300 Progress ~4 dice median

Semi Required Projects:
-None

Infrastructure Total = 13 dice
45 Infrastructure dice for the rest of the Plan, 32 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston. Additionally, we are going to need a several phases of 2CCF plants to support CCF replacement.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/1805 Progress ~21 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

Semi Required Projects:
-Second Generation Continuous Cycle Fusion Plants Phase 3-7: 143/1375 Progress ~18 dice median
--Requires 5 Labor
--Provides 95 Energy
--Note: Total CCF Energy to be replaced is 152 Energy. We only need 40 Energy ready this plan for the shut down on Q1 2064, Q1 2065, and Q4 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan with the knowledge that we don't strictly need more then 40 Energy and that every bit beyond that helps us in the future.

Heavy Industry Total = 39 dice
45 Heavy Industry dice for the rest of the Plan, 6 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does not explicitly require any additional projects. 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:
-None

Semi Required Projects:
-Bergen Superconductor Foundry Phase 4: 235/610 Progress ~5 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 5 dice
36 Light and Chemical Industry dice for the rest of the Plan, 31 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the Reforestation Projects, and the production of 1 Agriculture Consumer Good.

Required Projects:
-Reforestation Preparation Campaign Phase 1-2: 457/1595 Progress ~14 dice median

Semi Required Projects:
-Agricultural Consumer Goods: Must produce 1
--4 Provided by Shala
--Total Produced: 4

Agricultural Total = 14 dice
54 Agricultural Dice for the rest of the Plan, 40 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, an additional 20 RZ Mitigation, 300 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: ~9 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Improved Hewlett Gardener Process Refits: 65/1310 Progress ~14 dice median

-IHG Tiberium Processing Plants Stage 1-2: 0/300 Progress, ~4 dice median
--Requires 8 Energy
--Requires 6 Logistics
--Provides 900 Processing

-Coordinated Harvesting Phase 2-3: 88/355 Progress, ~3 dice median
--Provides 4 RZ Mitigation

Semi Required Projects:
-Tiberium Vein Mines Phase 10-13: 22/645 Progress ~3 dice median
--Requires 8 Capital Goods
--Provides ~120 RpT

-Deep Red Zone Glacier Mining Phase 4-5: 28/380 Progress ~4 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/520 Progress ~5 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

Tiberium Total = 44 dice
63 Tiberium Dice for the rest of the Plan, 19 dice available, no free dice required.
Orbital Projects
Orbital currently requires the movement of 16,850 people to Space.

Required Projects:
-GDSS Columbia: 956/1030 Progress ~1 dice median
--Provides 2000 Space Population

-GDSS Shala: 367/1005 Progress ~7 dice median
--Provides 400 Space Population
--Provides 8 Food
--Provides 4 Consumer Goods

-Space Population Commitment of 16850
--14450 Space Population Commitment Remains post Shala and Columbia.
---Based on the average Bay efficiency of 350 Progress needed per 1000 Space Pop yields (Reference) a conservative estimate of 5057.5 progress required. This implies 57 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing due to the Housing Bays, the Alloy Foundries, and has the potential to decrease further due to the development and implementation of specific Techs.

Orbital Total = 64 dice
63 Orbital Dice for the rest of the Plan, 0 available, 1 free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 85/275 Progress ~2 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

Semi Required Projects:
-None

Services Total = 2 dice
36 Services Dice for the rest of the Plan, 34 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 9 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Reclamator Hub Red Zone x1: 0/250 Progress ~3 dice
--Provides 1 Energy
--Provides 2 RZ Mitigation
--Provides 5 RpT
--Provides 1 STUs
-General Military Total = 12 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Orca Wingmen Drone Deployment Phase 2: 56/215 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 x4: 11/1140 Progress ~14 dice
--Requires 16 Energy
--Requires 8 Capital Goods
--Requires 8 Labor

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

- Next Generation Armored Fighting Vehicles: 0/80 Progress ~ 1 die
-Ground Forces Total = 16 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
-At least 9 Steel Talon dice
-Steel Talons Total = 9 die

Military Total = 46 dice
63 Military dice for the rest of the Plan, 17 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 34 current, 5 in reserve
--40 Required by CCF Replacement (8 Q1 2064, 16 Q1 2065, 16 Q4 2065)
--8 Required by North Boston Chip Fabricator
--8 Required by IHG Processing Plants
--1 Required by Hospitals
--3 Required by Orca Wingmen Drone Deployment
--16 Required by GFZA
--6? Required by Governor A Deployment
--95 Provided by ICCF
--45 Provided by DEA
--8 Provided by Bergen
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ MARVs
--Net: 108 Energy

-Logistics:‌ 26
--2 Required by Bergen
--6 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 32 Logistics

-Food:‌ 29
--8 Provided by GDSS Shala
--1 Provided by Perennials Q4 2063
--Net: 38 Food

-Capital Goods: 25
--10 Required by Civilian Market
--8 Required by Vein Mines
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--4? Required by Governor A Deployment
--18 Provided by DIA
--32 Provided by North Boston Chip Fabricator
--4 Provided by Bergen
--Net: 47 Capital Goods

-Consumer Goods: 242 current, Must produce 27
--27 Provided by BoA and CID
--16 Provided by North Boston Chip Fabricator
--4 Provided by GDSS Shala
--Total Produced: 49
--Net: 291

-STU: 6
--3 Produced by IHG Refits
--3 Produced by new income
--1 Produced by RZ MARV
--Net: 13

-Labor: 28, +0 per turn
--0 Provided by Growth
--2 Provided by CCF Plant Decommissioning (1 Q1 2065, 1 Q4 2065)
--2 Required by North Boston Chip Fabricator
--5 Required by ICCF
--12 Required by Karachi Planned City
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--Net: 1
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~29 Labor and gain 2, as such 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 480
--180 Provided by Private Industry (current 20 RpT/T tax growth)
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--120 Provided by Vein Mines
--5 Provided by RZ MARVs
--Total Produced: 500

-RZ Mitigation: Must produce 20
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--4 Provided by Coordinated Abatement
--2 Provided by RZ MARVs
--Total Produced 21

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: 45 Total, 13 Required, 32 Available
Heavy Industry: 45 Total, 39 Required, 6 Available
Light and Chemical Industry: 36 Total, 5 Required, 31 Available
Agriculture: 54 Total, 14 Required, 40 Available
Tiberium: 63 Total, 44 Required, 19 Available
Orbital: 63 Total, 64 Required, 0 Available, 1 Free Die Required
Services: 36 Total, 2 Required, 34 Available
Military: 63 Total, 46 Required, 17 Available
Free: 54 Total, 1 Required, 53 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:
-Updated Alloy Foundry and Reykjavik cost reductions
-RZ Mitigation and Income strategy changed to reflect the reduction for RZ mitigation and RpT for RZ MARVs
-Labor has been corrected to include the recovery of Labor from CCF shutdowns.
-Updated DEA increased efficiency

Any questions/comments are welcome
 
Shala and Columbia are both slightly cheaper than your analysis indicates, not that it really changes anything.

I'd also probably put the indicator changes from:
Ultralight Glide Munitions Deployment (-3 Energy in total)
Railgun Munitions Factories (-1 Labor, -1 Energy)

into the analysis, since they'll both auto-complete before the end of the plan.
 
[X] Plan Levitating Up To Boston
-[X] Infrastructure (5/5 Dice, +27 bonus, 85R)
--[X] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
--[X] Rail Network Construction Campaigns (Phase 6) 1/245 1 dice 15R
--[X] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
-[X] Heavy Industry (5/5 Dice + 5 FD, +34 bonus, 200R)
--[X] Second Generation Repulsorplate Factories 0/525 4 dice 100R
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 4 dice 60R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
-[X] Light Industry (4/4 Dice, +29 bonus, 120R)
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X] Agriculture (6/6 Dice, +29 bonus, 40R)
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 5 dice 25R 84%
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
-[X] Tiberium (7 Dice, +39 bonus, 180 R)
--[X] Improved Hewlett Gardener Refits (Phase 2) 65/210 2 dice 70R 87%
--[X] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
--[X] Tiberium Vein Mines (Stage 10) 36/150 1 dice 20R 41%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
-[X] Orbital (7/7 dice + 1 FD + 1AA + E, +34 bonus, 200 R)
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] GDSS Shala (Phase 5) 367/975 6+AA dice 140R 47%
--[X] Hospital Bay 184/300 1+E dice 40R 82%
-[X] Services (4/4 Dice + AA, +35 bonus, 260 R)
--[X] Primitive Prototype Portal Construction 73/400 2 dice 200R
--[X] Library Enhancement Programs 149/180 1 die 15R 100%
--[X] University Program Updates 234/250 1 AA die 15R 100%
--[X] Cosmetic Biosculpting 87/345 1 dice 30R
-[X] Military (7/7 dice, +31 bonus, 140 R)
--[X] Governor A Development 0/40 1 die 15R 100%
--[X] Island Class Assault Ship Deployment 0/135 1 dice 25R 12%
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[X] Modular Rapid Assembly Prototype Factory 0/265 1 dice 20R
--[X] Transorbital Fighter Development 0/60 1 die 20R 92%
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
-[X] Bureaucracy (4 Dice, +29 bonus)
--[X] Administrative Assistance (University Program Updates)
--[X] Administrative Assistance (Shala)

Cost: 1225

I've swapped two dice onto Enhanced Harvest Spikes, because we need to better understand Tiberium. I have also moved the AA dice off of AgMech and replaced it with a full dice, so that that AA could go on University updates (100% success) and that dice that was there could go on Cosmetic Biosculpting. Other than that, this remains unchanged from the last time I posted it.

Approvals:
[X] Plan: Clear Your Plate
 
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A thought:
It may be worthwhile to move free dice from Fusion to Bergen. The sooner we get to Bergen 5, the sooner we can do a Fusion redesign, and get more energy per die onto Fusion.

I don't think it's a good idea for this turn in particular, as it's a heavy energy spending turn, but if we have enough of a buffer maybe in Q1?
 
1185/1290 R budget
-20 Political Support
6/6 Free dice (2 Heavy Industry, 4 Orbital)

[X] Attempting to Have Both Industrial Projects, NTU Edition
-[X] Infrastructure (5/5 Dice, +27 bonus, 90 R)
--[X] Blue Zone Arcologies (Stage 4) 277/465 (3 dice, 45 R) (88% chance)
--[X] Yellow Zone Fortress Towns (Phase 7) 93/250 (1 die, 20 R) (1/2 median)
--[X] Suborbital Shuttle Service (Phase 3) 27/150 (1 die, 25 R) (20% chance)

-[X] Heavy Industry (5/5 Dice + 2 Free Dice, +34 bonus, 145 R)
--[X] 2nd Gen. CC Fusion Plants (Phase 3) 143/275 (2 dice, 40 R) (89% chance)
--[X] Second Generation Repulsorplate Factories 0/525 (3 dice, 75 R) (3/6 median)
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 (2 dice, 30 R) (2/21 median)

-[X] Light Industry (4/4 Dice, +29 bonus, 120 R)
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 (4 dice, 120 R) (24% chance)

-[X] Agriculture (6/6 dice, +29 bonus, 40 R)
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 (1 die, 15 R) (100% chance)
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 (5 dice, 25 R) (84% chance)

-[X] Tiberium (7/7 dice, +39 bonus, 155 R, -10 PS)
--[X] Tiberium Vein Mines (Stage 10) 36/150 (2 dice, 40 R) (98% chance)
--[X] Red Zone Containment Lines (Stage 6) 54/180 (2 dice, 50 R) (95% chance)
--[X] Enhanced Harvest Tiberium Spikes 0/180 (2 dice, 40 R) (72% chance) (-10 PS)
--[X] Coordinated Abatement Programs (Phase 2) 88/180 (1 die, 25 R) (63% chance)

-[X] Orbital (7/7 Dice + 4 Free dice + E, +34 bonus, 240 R)
--[X] GDSS Columbia (Phase 5) 956/1015 (E die, 20 R) (57% chance)
--[X] GDSS Shala (Phase 4) 367/975 (5 dice, 100 R) (1% chance)
--[X] Hospital Bay 184/300 (1 dice, 20 R) (?% chance)
--[X] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
--[X] Habitation Bay 0/295: 2 dice 40 R (?%)

-[X] Services (4/4 Dice + AA Die, +35 bonus, 260 R)
--[X] University Program Updates 137/250 (1 die, 15 R) (~100% chance)
--[X] Library Enhancement Programs 149/180 (AA die, 15 R) (100% chance)
--[X] Cosmetic Biosculpting 87/345 (1 die, 30 R) (1/3 median)
--[X] Primitive Portal Construction 73/400 (2 dice, 200 R) (2/3.5 median)

-[X] Military (7/7 Dice, +31 bonus, 135 R)
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 (2 dice, 40 R) (68% chance)
--[X] Island Class Assault Ship Deployment 0/135 (1 dice, 25 R) (15% chance)
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 (1 die, 20 R) (65% chance)
-[X] Transorbital Fighter Development 0/60 (1 die 20R) (92% chance)
--[X] Inferno Gel Development (Tech) 0/40 (1 die, 10R) (100% chance) (-5 Political Support)
--[X] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R 1/3.5 median

-[X] Bureaucracy (4/4 Dice, +29 bonus, -55 RpT)
--[X] Administrative Assistance: University Program Updates
--[X] Transfer Funding to InOps 1 die auto (-60 RpT)
--[X] Trade Programs: Sell Consumer Goods (+5 RpT) (-5 Political Support)

Approval voting this too.
[X] Plan Portals and Processors and Mad Science:
 
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I want to get Zrbite weapons and Infernium Lasers done ASAP, so no Repulsor Plates yet.

[X] Plan: Goal Focussed
-[X] Infrastructure 5/5 95R
--[X] Blue Zone Arcologies (Stage 4) 277/465 2 dice 30R 34%
--[X] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
--[X] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
-[X] Heavy Industry 7+AA/5 130R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 5+AA dice 90R 6/21 median
-[X] Light and Chemical Industry 4/4 120R
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X] Agriculture 6/6 40R
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 5 dice 25R 84%
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
-[X] Tiberium 7/7 170R
--[X] Improved Hewlett Gardener Refits (Phase 2+3) 65/410 3 dice 105R 12%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
--[X] Coordinated Abatement Programs (Phase 2) 88/180 1 die 25R 63%
-[X] Orbital 9+E/7 200R
--[X] GDSS Columbia (Phase 5) 956/1025 1 die 20R 96%
--[X] Hospital Bay 184/310 1 die 20R 39%
--[X] Spaceport Bay 0/305 3 dice 60R 42%
--[X] GDSS Shala (Phase 5) 367/975 4+E dice 100R 0.01%
-[X] Services 4+AA/4 260R
--[X] Cosmetic Biosculpting 87/345 1 die 30R 1/3 median
--[X] Library Enhancement Programs 149/180 1 die 15R 100%
--[X] University Program Updates 234/250 AA die 15R 100%
--[X] Primitive Prototype Portal Construction 73/400 2 dice 200R 2/4 median
-[X] Military 7/7 130R
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
--[X] Transorbital Fighter Development 0/60 1 die 20R 92%
--[X] Stealth Disruptor Deployment 0/160 2 dice 30R 67%
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[X] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R 1/3.5 median
-[X] Bureaucracy 4/4 0R
--[X] Administrative Assistance (North Boston Chip Fabricator) 2 die auto
--[X] Administrative Assistance (University Program Updates) 2 die auto

6/6 Free Dice
1/1 Erewhon Die
1175/1290 R
PS: 94 -10 Tib Spikes +10 Columbia +5 Libraries = 99
Energy: 34 +5 DAE -2 Arcologies +19 CCF2 -1 AgriMech -3 Orca Wingmen -2 Stealth Disruptor -2 Sharks = 48
Capital Goods: 25 +2 DIA -1 AgriMech -1 University Programs -1 Orca Wingmen -1 Stealth Disruptor -2 Sharks = 23
 
[X] Plan: Clear Your Plate
-[X] Infrastructure 5/5 70R
-[X] Blue Zone Arcologies (Stage 4) 277/465 4 dice 60R 99%
-[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 26%
-[X] Heavy Industry 5/5 + 4 FD 145R
-[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
-[X] North Boston Chip Fabricator (Phase 5) 36/1805 7 dice 105R
-[X] Light & Chemical Industry 4/4 120R
-[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X] Agriculture 6/6 30R
-[X] Reforestation Campaign Preparations (Phase 1) 457/805 6 dice 30R 98%
-[X] Tiberium 7/7 205R
-[X] Improved Hewlett Gardener Refits (Phase 2 + 3) 65/410 3 dice 105R 5%
-[X] Coordinated Abatement Programs (Phase 2 + 3) 88/355 2 dice 50R
-[X] Red Zone Containment Lines (Stage 6) 54/180 2 dice 50R 95%
-[X] Orbital 7/7 + 2 FD + Erewhon 200R
-[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 91%
-[X] GDSS Shala (Phase 5) 367/975 5 dice 100R
-[X] Spaceport Bay 0/305 2 dice 40R
-[X] Hospital Bay 184/310 1 die + Erewhon 40R 79%
-[X] Services 4/4 + 1 AA 260R
-[X] Primitive Prototype Portal Construction 73/400 2 dice 200R
-[X] Cosmetic Biosculpting 84/345 1 die 30R
-[X] Library Enhancement Programs 146/180 1 die 15R 100%
-[X] University Program Updates 234/250 1 AA die 15R 100%
-[X] Military 7/7 135R
-[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
-[X] Transorbital Fighter Development 0/60 1 die 20R 92%
-[X] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 1 die 20R
-[X] Governor-A Development 0/40 1 die 15R 100%
-[X] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
-[X] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R
-[X] Bureaucracy 4/4
-[X] Administrative Assistance (Services) 2 dice auto
-[X] Predictive Modeling Management 1 die auto
-[X] Trade Programs 1 die auto
--[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods

1165R

[X] Plan Levitating Up To Boston
 
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[X] Plan: Clear Your Plate
[X] Plan: Goal Focussed
[X] Plan Attempting to Have Both Industrial Projects

[X] Plan Light on Labor
-[X] Infrastructure (5/5+1, 105R)
--[X] Blue Zone Arcologies (Stage 4) 3D, 45R 88%
--[X] Suborbital Shuttle Service (Phase 3) 2D, 50R 86%
--[X] Postwar Housing Refits (Phase 2) 1D, 10R 26%
-[X] Heavy Industry (5/5+2 115R)
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 2D, 40R 89%
--[X] North Boston Chip Fabricator (Phase 5) 5D, 75R 5/21
-[X] Light and Chemical Industry (4/4, 120R)
--[X] Bergen Superconductor Foundry (Phase 4) 4D, 120R 24%
-[X] Agriculture (6/6+2, 70R)
--[X] Reforestation Campaign Preparations (Phase 1) 5D, 25R 84%
--[X] Agriculture Mechanization (Phase 2) 1D, 15R 100%
--[X] Laboratory Meat Deployment (Phase 1) 2D, 30R 54%
-[X] Tiberium (7/7, 200R)
--[X] Red Zone Containment Lines (Stage 6) 2D, 50R 95%
--[X] Improved Hewlitt Gardener Refits (Phase 2) 2D, 70R 87%
--[X] Tiberium Inhibitor (YZ-11) 1D, 30R 55%
--[X] Coordinated Abatement Programs (Phase 2+3) 2D, 50R Phase 2 100%, Phase 3 4%
-[X] Orbital (7/7+E+1, 180R)
--[X] GDSS Columbia (Phase 5) 1D, 20R 96%
--[X] Hospital Bay 1D+E, 40R 79%?
--[X] Spaceport Bay 2D, 40R 2/4
--[X] GDSS Shala (Phase 5) 4D, 80R 4/7
-[X] Services (4/4+AA, 260R)
--[X] Cosmetic Biosculpting 1D, 30R 1/3
--[X] Library Enhancement Programs 1D, 15R 100%
--[X] University Program Updates 1AA, 15R 100%
--[X] Primitive Prototype Portal Construction 2D, 200R 2/4
-[X] Military (7/7, 135R)
--[X] Orbital Nuclear Caches (MS) 2D, 40R 87%
--[X] Stealth Disruptor Deployment 1D, 15R 1/2
--[X] Governor-A Development 1D, 15R 100%
--[X] Island Class Assault Ship Deployment 1D, 25R 12%
--[X] Shark Class Frigate Shipyards (Seattle) 1D, 20R 65%
--[X] Unmanned Support Ground Vehicle Deployment 1D, 20R 1/3
-[X] Bureaucracy (4/4)
--[X] Administrative Assistance (University Program Updates) 2D
--[X] Trade Programs 1D
---[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
--[X] Predictive Modeling Management, 1D

Total: 1065

EDIT: Realized we only had 6 Free Dice, not 7. Ditched a Free Die that was on Portals to fix the issue.
 
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Saw people talking about the labor crunch, decided to share my findings looking into it. Current levels are:
Labor: +28 (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-4 per turn from private industry) (-1 per turn from other government) (Net +0)

Plan Projects:
Complete Karachi Planned City by end of 2065: 1st stage -4, -2 4x times=-12(16)
Deploy Orca Wingman Drones by end of 2065: -1(15)
Complete North Boston Phase 5:-2(13)
Complete at least 4 Ground Forces Zone Armor factories: -8(5)
Complete Regional Hospital Expansions by end of 2065=-1(4)

So the know projects eat up most of the surplus labor already. You do have [University Program Updates] one dice off completion. I'm guessing a +1 or +2 labor pool increase from those programs per turn. The only reason your going to get labor increases at this point outside of migration increases. Robotic's hero was big loss here as you can't automate as hard as you could before.

That still leaves:
Develop and deploy Governor-A refit: Unknown what the deployment labor sink is. Estamate -1 to -2
Complete Transorbital Fighter Development or follow on heavy ship development are both unknowns plan goals. again -1 to -2
Develop both [Next Generation Armored Vehicles] are unknown plan goal labor sinks. -1 to -2 expected.

Those unknown projects I see as an estimated labor cost of -3 to -6 labor, maybe, literally needs research as some could not have labor costs attached. So you could be soaking up the last dregs, in debt, or petty good but you can do that right now, but it may take a while to make up the gap. At +1 labor(from uni) most of a years output gone. So cutting things close for the doing anything labor wise outside the plan in 2064. At +2 you have some slim labor slack around then. The power plant upgrades are labor neutral.

---

Advise mostly to plan writers:
-Don't release the Capital goods to private industry until you have an undesignated labor pool of around 5 as they will gleefully suck the labor pool dry once they get those.
-You need to spend one dice on the Steel Talons each quarter. Throw your dice at first [Unmanned Support Ground Vehicle Deployment] as it has no labor cost and then [Modular Rapid Assembly Prototype Factory] as it takes 1 labor cost to stall and keep your promises there. Should be easy enough.
-Don't spend more that 3 dice a quarter on Karachi, at least until you have research those unknown labor sinks above. As you don't want to over build the area of control. One of the neighbors is a nuclear power and a really bad roll will possibly cost labor points.
-2nd Gen CCF Plants can be lowered to 2 dice a round and the other three HI on North Boston. NB is the real sink and you don't strictly need the one past this one until the end of the year. Won't hurt to go a bit faster, but you have a buffer so you can slow play it.
-Avoid Dairy Ranches stage 3 and more Aquaponics bays as there are much better sources of food and the Trees with eat all the dice you can throw at them. Trees also don't use up the labor pool. Your probably better off getting that last dice for agricultural consumer goods from stations anyway.
-You owe 14 dice on average for those Zone Armor factories. Be wise to dump at least 2 dice a quarter into them starting now.
-You have 3 research project you don't know the labor costs for and need to deploy under military. A research dice a turn(at least is good here) at 40, 80, and 60 that is 4 dice on average. Best to actually figure out your plan debts.

Never forget that its election season. New projects and needy factions are going to come up and possibly new dice. Cutting things too close in your plan could get people to go stupid, mandatory project time on you.
 
[x] Plan: Clear Your Plate

Voting for this because it heavily focuses on Boston and we need to get that done, also because the Mil section is great

[X] Plan Portals and Processors and Mad Science:
[X]Plan Repulsors are space spending
 
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[X] Plan Levitating Up To Boston
I was little worried this was breaking our Litonov promise but looks like it's a typo and we only have 4 light chemical dice. So it looks good.
 
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