Do we have any other indication that the Navy doesn't want the Island Class other than a lot of inference from the option timing out? Because the latest section on military priorities from the results page says that having more Sharks and Islands would be pretty neat and free up heavier ships.

Also if we're going to do a Red Zone Marv I'd go for Port Said. Both for proximity to Jeddah and so we can start rebuilding the Suez Canal. Also finally put some pressure on Red Zone 3.
 
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[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
-[X]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 85R
--[X] Blue Zone Arcologies (Stage 4) 277/465 4 dice 60R 99%
--[X] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
-[X]Heavy Industry 5/5 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 0/1 160R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 2 dice 40R 89%
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 3 dice 45R 0%
--[X] Second Generation Repulsorplate Factories 0/525 3 dice 75R 0%
-[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 50R
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 4 dice 20R 40%
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 1 die 15R 100%
--[X] Spider Cotton Plantations (Phase 2) 60/160 1 die 15R 50%
-[X]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 195R
--[X] Improved Hewlett-Gardener Refits (Phase2) 65/210 3 dice 105R 100%
--[X] Enhanced Harvest Tiberium Spikes (Platform) 0/180 2 dice 40R 72%
--[X] Coordinated Abatement Programs (Phase 2) 88/180 2 dice 50R 100%
-[X]Orbital 7/7 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 1/1 220R
--[X] GDSS Columbia (Phase 5) 956/1015 1 die die 20R 96%
--[X] GDSS Columbia Bays
---[X] Hospital Bay 184/300 2 dice 40R 98%
---[X] Spaceport Bay 0/295 2 dice + Erewhon 60R 12%
--[X] GDSS Shala (Phase 5) 367/975 5 dice 100R 4%
-[X]Services 4/4 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/1 260R
--[X] Cosmetic Biosculpting 84/345 1 die 30R 0%
--[X] Library Enhancement Programs 149/180 1 die 15R 100%
--[X] University Program Updates 234/250 1 admin die 15R 100%
--[X] Primitive Prototype Portal Construction 73/400 2 dice 200R 0%
-[X]Military 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 135R
--[X] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
--[X] Transorbital Fighter Development (Platform) 0/60 1 die 20R 92%
--[X] Island-Class Assault Ship Deployment 0/135 1 die 25R 12%
--[X] Shark-Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R 0%
-[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[X] Administrative Assistance (University Program Updates) 2 dice
--[X] Predictive Modeling Management 1 die
--[X] Trade Programs 1 die
---[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
-[X]Free Dice 6/6
--[X] 3 in Heavy Industry
--[X] 3 in Orbital
-[X]Resources Income 1225/1265 Reserve 0/25 Bank 100

[X] Plan Levitating Up To Boston
 
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Do we have any other indication that the Navy doesn't want the Island Class other than a lot of inference from the option timing out? Because the latest section on military priorities from the results page says that having more Sharks and Islands would be pretty neat and free up heavier ships.
It isn't particularly clear, but they did get us to add Governors to the docket, but not Islands.
They were about to remove Islands as an option when we jumped on pushing out the development of them.
I think their stance on military priorities is that we build more shipyards. Any shipyards. Shark and Island are ready to be built. Just build something... etc.
Sure, they'd like some Islands. But they really need the Sharks and the Governors. The Islands, realistically, aren't happening.
 
-EDIT- This was my old vote, updated vote in later post.

Attempting to Have Both Industrial Projects, NTU Edition
Plan Repulsorplates Tiberium Spikes and Islands oh my
Plan Levitating Up To Boston
 
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Also if we're going to do a Red Zone Marv I'd go for Port Said. Both for proximity to Jeddah and so we can start rebuilding the Suez Canal. Also finally put some pressure on Red Zone 3.
RZ-1S first. Overflow from that would go to RZ-3S (Port Said), and then from there up to RZ-3N. That path also gives us a RZ Inhibitor after the first and third hubs, rather than second and third.
 
A question: am I overlooking something or is the STU alloy foundries capstone extremely underwhelming?
if I understand it correctly, it gives us -10 to mining projects, meaning we would need 45 phases of different mining (and harvesting?) projects to just break even and reach return of investment. This is literally more phases (including harvesting) than we had finished in the whole quest so far.
 
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[X] Plan Levitating Up To Boston
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
 
A question: am I overlooking something or is the STU alloy foundries capstone extremely underwhelming?
if I understand it correctly, it gives us -10 to mining projects, meaning we would need 45 phases of different mining (and harvesting?) projects to just break even and reach return of investment, literally more phases (including harvesting) than we had finished in the whole quest so far?
We'd had, (and still have), sub-optimal options available to us that use dice from different fields.
Or maybe we are misjudging how long this is going to take?
 
A question: am I overlooking something or is the STU alloy foundries capstone extremely underwhelming?
if I understand it correctly, it gives us -10 to mining projects, meaning we would need 45 phases of different mining (and harvesting?) projects to just break even and reach return of investment, literally more phases (including harvesting) than we had finished in the whole quest so far?

It's not actually a capstone, it's a similar but unrelated project from the Scrin gacha that got added on. Its real utility is, as it essentially admits in its own text, the fact that it increases GDI's body of knowledge on the usage of STUs.
 
[X]Plan Repulsors are space spending
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan: Clear Your Plate
 
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[X] Plan Levitating Up To Boston
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Attempting to Have Both Industrial Projects

I want to have an amphibious assault capacity hence the approval voting.
 
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Simon, I'm not seeing the need to put 2 dice in the island class. I doubt that the navy will pull the project if we actively fund it both this and next turn, and the rolls went poorly enough for us to need to put a third die in Q2.
I respect the logic, but it makes me nervous. If something says "will pull the plug in 2064Q1," I don't want to assume it'll still be there in 2064Q1 if I leave it half-finished. And the probability of success with one die is low enough that I really doubt the second die will go to waste.

So would microfusion cells. But nobody wants them, even though they are cheaper.
The microfusion cells are useful for specific applications that are not seen as urgent (high-performance power armor, next-generation self-powered EVA construction tools for space), though even those are valued enough that people seriously consider them on the regular.

The repulsorplates are useful for other, different specific applications (hover harvesters, hover military vehicles, hover flying battleships, hover moon rovers, third generation tiberium refineries). These applications, being different, are differently attractive and draw more demand.

There is no contradiction here; people just want ABC more than XYZ.

1) 'Clean your plate' means 'work on plan commitments first and foremost,' to me.
Ah. Thank you for clarifying. To me, it means "complete that which is in front of you to be completed," so I misunderstood.

2) Apologies for my bluntness, but I could not possibly give fewer fucks about the Islands. The only military project with an expiry date I want to do is the stealth disruptors, and those will keep for the moment.

The only thing among these three projects that I might possibly be inclined to change is the GFZA - incentive for new rollouts is even partially the point of Gov-A and Transorbital Fighters, because the one is building up from ground-zero so we would be best advised to start working on it sooner rather than later, and the other is navy - which, I'll remind you, we've been clubbed over the head about having extremely long lead times and thus would also be best served by starting ahead of when we think we need it.

Best case scenario, we can start the Gov-A program with a single-die investment beginning next turn, with no other navy obligations and no more investment than we've already been deploying. Worst case, two dice as we have to finish off the Shark yards. Technically we don't even need to begin deploying the Transorbitals yet.

The Islands' primary use-case is a Karachi landing - which it would be too late for anyway, and we've already negotiated with the Bannerjees such that a hard landing like the Islands would be useful for isn't actually necessary. Otherwise, amphibious assaults are unpalatable because Nod has started rattling the nuclear sabre at us if we conduct further invasions of their territory, and we know that we can't protect everything we would need to in the event of such an exchange.
The Islands were being discussed as useful for amphibious assaults against comparatively minor Nod strongholds in isolated locations before Karachi was even something we were seriously considering going through with. This includes targets unlikely to be under any major warlord's nuclear umbrella (e.g. Hawaii and very probably East Australia, possibly the Caribbean these days and possibly not). While for a long time they were discussed primarily in the context of Karachi because they would obviously be very useful for Karachi, that was never their only application.

Personally, precisely because of the fact that naval strategy is build strategy, I think that as we turn the corner and try to spend the next few turns cranking up naval funding to further expand our shipyards, we should be open to the possibility of relatively small investments to build ships that do not have an immediate use, but which give the Navy a new capability that they otherwise simply would not have.

@Simon_Jester
Technically, I don't think we can start 2 more Columbia bays in addition to the Hospital Bay this turn.
Ohh... crud, you're right. Yeah, we actually only have three bay slots right now. I'll have to think about that.

Edit 2:
And I don't think we need to overkill the Hospital bay.
The hospital bay is useful for immediate support of ongoing space construction in geosynchronous orbit. I want it online sooner rather than later.
 
-[X] Orbital (7/7 dice + 1 FD + 1AA + E, +34 bonus, 180 R)
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] GDSS Shala (Phase 5) 367/975 6+AA dice 140R 62%
--[X] Hospital Bay 184/310 1 dice 20R 39%

Maybe I'm missing something but it looks like you've committed Erewhon to Orbital but then not put them on a project.
1 Dice on Columbia, 1 on the hospital and 6 plus the AA on Shala accounts for the rest of the dice but Erewhon looks like they've been forgotten.
 
There are much better hopes for microfusion in the current Plan now that we have a clear and reasonably efficient path to expanding STU production directly. I'm optimistic, but it's not higher on my to-do list than repulsorplate factories and North Boston.

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.
This is a valid concern, and the Islands are just about the last -Labor project I'm going to take on lightly this way.

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.
There are projects I'd let disappear; it's just that the ones we see that ARE disappearing are not among them. Orbital Nuclear Caches is too important to our long-term ability to arm ourselves against the Visitor base around Jupiter, and the others are very specifically on my "I wanted to do this anyway" list.

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.
Well, from the economy's perspective, that huge wave of refugees we took in are still being slotted into the economy as, in many cases, growing potential- not that you're wrong about the population graying, but accepting the Steel Vanguard refugees three years ago is enough to throw any nation's demographic pyramid into lava lamp mode.

It may be recklessness on my part, but I'm willing to accept a risk of going down to, say, -1 Labor or some such for a while. It's not specifically what I want, but I don't think the consequences are so dire that we need to fight them at all costs. Among other things, there are still a lot of workers doing things that are not absolutely vital to the overall well-being of the economy, things that could be switched out for other work if there were enough pressure to do that. That doesn't make it good for us to be at a 'Labor shortage,' but in practice, 'Labor shortage' is different from 'Food shortage' or 'Energy shortage.' Being in "it's hard to find people to do things" mode is different from "there isn't enough to eat" or "sometimes the power goes out because there isn't enough electricity to power our residential block and the tiberium refinery at the same time."

-[ ]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
Experience suggests that Labor-saving robotics projects are fairly likely to appear in the Light Industry category. Even with Dr. Alcard dead, those projects haven't completely vanished- some of them existed before Dr. Alcard joined us, after all.

I would be hesitant to go down to three Light Industry dice right now, and we don't need the Capital Goods trickle that badly. Maybe in 2065, when we're specifically incentivized to divest ourselves of dice to get better recruitment options for the Fifth Four Year Plan.

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.
I was specifically planning to build them literally this turn HousePet, even before this new information came up. They were right there in my draft plans. Only ZOCOM's crisis-level need to get the Set 1 Zone Armor factories prevented that from already being done.

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.
We've run these numbers before, and yeah, I think two dice on fusion per turn is a practical minimum. We'd need to go on a starvation Energy diet to make one per turn sustainable in light of the upcoming shutdowns.

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.
I, for one, am in favor of making 2064 a mostly Navy/Space Force year for military dice funding.

Those are the two services we've been most intensely neglecting in 2062-63. We had our reasons (ZOCOM needed the care), but we have to make up for lost time sooner or later.

[X] Plan Levitating Up To Boston
-[X] Infrastructure (5/5 Dice, +27 bonus, 65R)
--[X] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
--[X] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 89%
-[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 (5/5 Dice, +29 bonus, 120R)
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 4 dice 120R 24%
-[X] Agriculture (6/6 Dice + AA, +29 bonus, 45R)
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 6 dice 30R 98%
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 1 AA die 15R 89%
-[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) 36/315 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, 180 R)
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] GDSS Shala (Phase 5) 367/975 6+AA dice 140R 62%
--[X] Hospital Bay 184/310 1 dice 20R 39%
-[X] Services (4/4 Dice, +35 bonus, 230 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 die 15R 100%
-[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 (Ag Mech)
--[X] Administrative Assistance (Shala)

Cost: 1160

I've swapped two dice onto Enhanced Harvest Spikes, because we need to better understand Tiberium. Other than that, this remains unchanged from the last time I posted it.
Eminently respectable. Personally I favor working on the containment lines rather than the H-G refineries, staying away from the housing refits until the new arcologies are done, and some other detail changes, plus I'm paranoid about the Islands evaporating even if we invest budget into them if we don't complete the project, but this works, this really does work. Probably gonna approval-vote this.
 
Will be voting to make Islands not go to waste

[x] Plan Levitating Up To Boston
[x] Attempting to Have Both Industrial Projects
[x] Plan Repulsorplates Tiberium Spikes and Islands oh my
 
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.
Are you sure there's a third-generation fusion plant design gated behind Bergen Phase 5? The second-generation plants would have been designed with superconductors in mind, and we wouldn't be capped on how many dice we could spend on them if they weren't already eating up a big proportion of our output. If all that changes is the superconductor availability, I'm not sure there'd be much point in doing a redesign.

Besides, it'd probably only be good for another +1 or +2 Energy per phase or so, and that's not really worth so much by itself. Not enough that I'm going to go out of my way to beeline Bergen to get it a couple of turns sooner. I was very eager to get second generation fusion, but that's because I was worried about the service life issues.

-[] Orbital (7/7 Dice + 4 Free dice + E, +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 (?%)
I oppose sticking a habitat bay on Shala for now until and unless we have good reason to believe it's an optimal way to hit the space population target. The other Shala bays may be strictly optional, but they're far more valuable to us in the long run.

My reason for putting two dice on the hospital bay is that I want it online to support ongoing space construction. This actually affects the immediate ongoing work, so having it be delayed is more of a problem than it would otherwise be.

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.
My feeling is that Karachi is likely to produce a refugee stream which will hopefully improve long-term Labor outlook (though in a worst case scenario if al-Isfahani hulks out with nukes and does a lot of harm things get worse). However, you're not wrong to say that it's tight.

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...
The last two of those are things we're actually required to deploy, though, and it's deployment that's going to be the big Labor sink.

Rollout of the next generation vehicle projects will almost certainly consume a LOT more than -2 Labor total, because we're talking about comprehensively replacing the Ground Forces' entire Tib War III vehicle lineup. It's likely that we'll see, for example, multiple Paladin tank factories, each of which is likely to cost -1 or -2 Labor, in a big set, and that's just the tanks. However, those factories will be replacing existing production lines for the Predator tank, so the net cost in Labor may actually not get much worse. Furthermore, that's a problem for the next Four Year Plan in any event.

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.

-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.
1) Ooooh, that's a good point.

2) Clever.

3) Uhh, I don't think that's such great advice. The nature of the operation is going to involve us treading on al-Isfahani's toes under any plausible circumstances. Hopefully we can persuade him to make a deal, but if not, we're kind of out of options and whether it happens sooner or later isn't going to change much.

4) Fusion wasn't going to be three dice per turn anyway, realistically, for the foreseeable future. At this point we have a very thick Energy buffer and the main reason we're still building plants this fast is to make sure the buffer is thick enough to absorb the old fusion plants' shutdowns later in the decade.

5) We are under no obligation to do that. We're quite capable of going from a trickle to a surge and there is no realistic danger that we'll forget to do this. Navy and Space Force have been neglected for funding for the last two years to build up the SADN grid and the Set 1 Zone Armor plants; we need to back up and compensate.

6) See above; you're treating things we aren't committed to deploy (and build Labor-intensive factories for) as if they were Labor commitments. There is no cause to be admonishing us on this point.

We might get Labour via Karachi refugee stream.

But there's no guarantee it'll be big one.
I'm fairly sure it'll be a relative trickle compared to Steel Vanguard (say, -2 Housing/turn)

Do we have any other indication that the Navy doesn't want the Island Class other than a lot of inference from the option timing out? Because the latest section on military priorities from the results page says that having more Sharks and Islands would be pretty neat and free up heavier ships.

Also if we're going to do a Red Zone Marv I'd go for Port Said. Both for proximity to Jeddah and so we can start rebuilding the Suez Canal. Also finally put some pressure on Red Zone 3.
100% in agreement with you. Except...

RZ-1S first. Overflow from that would go to RZ-3S (Port Said), and then from there up to RZ-3N. That path also gives us a RZ Inhibitor after the first and third hubs, rather than second and third.
Ah. Have you measured out the distances or some such? Because yeah, if RZ-3S jumps to RZ-1S, then the next one after that would be somewhere else.

Will be voting to make Islands not go to waste

[] Plan Levitating Up To Boston
[] Attempting to Have Both Industrial Projects
[] Plan Repulsorplates Tiberium Spikes and Islands oh my
Good news for you coming up!
 
EDITS from the draft plan:

1) Since we don't have enough Columbia bay slots to start High Density Housing Bay, I moved a Free die to Heavy Industry on the repulsorplate plants.

-15 Political Support subtracted
1255/1290 R budget
6/6 Free dice (3 Heavy Industry, 3 Orbital)

[X] Plan Attempting to Have Both Industrial Projects
-[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 + 3 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 (4 dice, 100 R) (4/6 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 + 3 Free dice + EREWHON!!!, +34 bonus, 220 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 (2 dice, 40 R) (98% chance)
--[X] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
-[X] Services (4/4 Dice + AA Die, +35 bonus, 260 R)
--[X] University Program Updates 234/250 (AA die, 15 R) (~100% chance)
--[X] Library Enhancement Programs 149/180 (1 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, 145 R)
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 (2 dice, 40 R) (68% chance)
--[X] Island Class Assault Ship Deployment 0/135 (2 dice, 50 R) (84% chance)
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 (1 die, 20 R) (65% chance)
--[X] Stealth Disruptor Deployment 0/160 (1 die, 15 R) (1/2 median)
--[X] Unmanned Support Ground Vehicle Deployment 0/240 (1 die, 20 R) (1/3 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)



Infrastructure: I think it desirable to construct Blue Zone Arcologies Stage 4 so that the displaced population from the housing refits has some place nice to go, rather than being reshuffled into other low quality housing that is also far removed from where they had grown accustomed to living. Prioritizing this sort of shapes the plan. Taking the refits relatively slowly seems like a good idea, simply because they've proven to be a fraught, controversial project that looks a lot better from a Number Go Up standpoint than from a People On Ground standpoint.

Heavy Industry: I'm so torn on whether to attempt repulsorplate factory rollout before finishing North Boston that I wound up splitting the difference... Also picked up a fourth repulsorplate die from not being able to work on a third Columbia bay.

Light Industry: I feel this needs no explanation.

Agriculture: Trying to make gains on high priority projects, while keeping overall costs down.

Tiberium: Splitting between vein mines for +RpT gains and Red Zone containment projects because we need both. Enhanced Yield Tiberium Spikes are a project inspired by our Political Support surplus plus also our needing to learn more about how the inhibitor/accelerator tech works. It'd be great, for example, if we could come up with something that inhibits growth like a 'backwards accelerator' but also pulls tiberium up towards itself like a 'forwards accelerator.'

Orbital: Since Shala cannot realistically finish this turn anyway, there's no rush to complete Columbia either. Erewhon gives us a good chance on Columbia, while heavy dice put Shala within reliable range of a 2064Q1 completion date and we put the rest of the dice on key Columbia bays. Since we can only work on two of those, that limits useful Free dice expenditure if I'm not willing to put more than five dice on Shala.

Services: I wanted to do three portal dice on some level, but it's a big budget sacrifice and may just be too aggressive an expenditure. Not much else to say.

Military: I'm trying to tidy up a lot of "loose ends" projects I've been wanting to finish for a while, or bring them all close to completion. Not a lot else to report. Islands have two dice because I'm paranoid about the project being robotically axed in 2064Q1 if it's not fully funded, and also because with only a 12% chance of completion on one die, I really don't think we're likely to see that second die go to waste.



Approval votes:

[X] Plan Levitating Up To Boston
 
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So, I was going to just vote for whatever plans put 3 dice on Portals this turn. But it looks like every plan only puts down two dice... while also being over 100R short of our full budget. Every. Single. One. I don't know what you're all saving that money for, but this really looks like a square peg and square hole situation to me.

I don't want to make my own plan because my computer's totally busted, but I might end up making a token plan variant of whoever ends up in the lead, I guess.
 
So, I was going to just vote for whatever plans put 3 dice on Portals this turn. But it looks like every plan only puts down two dice... while also being over 100R short of our full budget. Every. Single. One.
I'm not over 100 R short of our full budget. Unless I've badly, badly miscalculated, I'm only about 35 R short. Despite taking some cost-cutting measures like lots of forestry dice and working on North Boston which is at this point one of the cheapest high-priority projects on our docket.

I actually looked at what it'd take to have a three-die portal project, and may well design one for you if you like (do you have any other specifications?), but it's gonna be tight. 300 R is a quarter of the budget, and with only 990 R left for everything else, it's hard to make things work out.
 
[X] Plan Name Here

1220/1265R +25R 6/6 Free dice 1/1 Erwhon

-[X] 5/5 Infrastructure 80R
--[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] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 26%
-[X] 7/5+2 Heavy Industry 135R
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275, 2 dice 40R 89%
--[X] North Boston Chip Fabricator (Phase 5) 36/1805 3 dice 45R 3/21
--[X] Second Generation Repulsorplate Factories 0/525 2dice 50R 2/6
-[X] 4/4 Light Industry 75R
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 1 die 30R 1/4.5
--[X] Adaptive Cloth Factories (New) 0/300 3 dice 45R 19%
-[X] 6/6 Agriculture 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] 7/7 Tiberium 170R
--[X] Tiberium Vein Mines (Stage 10) 36/150 1 die 20R 41%
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
--[X] Coordinated Abatement Programs (Phase 2+3) 88/355 2 dice 50R 4%
-[X] 10/7+2+1E Orbital 200R
--[X] GDSS Columbia (Phase 5) 956/1015 1 die 20R 96%
--[X] Spaceport Bay 0/295 2 dice 40R 2/3
--[X] Hospital Bay 184/300 1 die + 1E 40R 79%
--[X] GDSS Shala (Phase 5) 367/975 5 dice 100R 1%
-[X] 6/4+1+1AA Services 360R
--[X] Cosmetic Biosculpting 87/345 1 die 30R 1/2.5
--[X] Library Enhancement Programs 149/180 1 die 15R 100%
--[X] University Program Updates 234/250 1 AA die 15R 99%
--[X] Primitive Prototype Portal Construction 73/400 3 dice 300R 32%
-[X] 8/7+1 Military 160R
--[X] Orca Wingmen Drone Deployment (Phase 2) 56/215 2 dice 40R 68%
--[X] Stealth Disruptor Deployment 0/160 2 dice 30R 67%
--[X] Shark Class Frigate Shipyards (Seattle) 148/230 1 die 20R 65%
--[X] Island Class Assault Ship Deployment 0/135 2 dice 50R 84%
--[X] Unmanned Support Ground Vehicle Deployment 0/240 1 die 20R 1/3
-[X] 4/4 Bureaucracy R
--[X] Administrative Assistance (University Program Updates)
--[X] Predictive Modeling Management
--[X]Trade Programs
---[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods


Conservative Calculations, if the chance of success is less the 65%, it will not be factored in.

PS: 94 -10 (Tib Spike) +10 (Columbia) +5 (Library) -5 (Trade) =94
Housing: +72 +1 (DoA) = 73
Energy: +34 +5 (DoAA) -8 (Shutdowns) +19 (SGCCF) -1 (Agri Mech) -3 (Orca) -2 (Stealth) -6 (Shark) = 38
Logistics: +26 =26
Food: +29 +12 (Agri Mech) =42
Health: +23 +1 (Hospital Bay) =24
Capital Goods: +25 +2 (DoM) -1 (Agri Mech) -1 (University) -1 (Orca) -1 (Stealth) -1 (Island) -2 (Shark) -10 (PMM)= 10
STUs: +6
Consumer Goods: +242 =10 (Industry) +3 (DoCG) +1 (Perennials) -10 (Trade) = 246
Labor: +28 -1 (SGCCF) -1 (Orca) -2 (Island) = 24
 
So, I was going to just vote for whatever plans put 3 dice on Portals this turn. But it looks like every plan only puts down two dice... while also being over 100R short of our full budget. Every. Single. One. I don't know what you're all saving that money for, but this really looks like a square peg and square hole situation to me.
Does it matter? It is a prototype ansible so that we can have high speed internet for the moon colony we don't have yet.
It isn't likely to finish this turn, and this doesn't stop us finishing it next turn.

(I'm personally hoping we can get another dice or three to spend the excess on, and also keen to have some emergency cash around in case there is an emergency.)
 
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