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.
I sort of agree? All the other Shala bays are better, for sure. But we've got seven bays, so we can have one of everything. Unless there's particular bays you want two of? Because I made my thoughts on that known, but nobody seemed interested. And I don't know which bays we even can get more of.
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.
I get that, but I'd rather just get the most out of each dice.
[X] Plan Portals and Processors and Mad Science:
This does Inferno Gel. It therefore gets my approval vote.
 
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan Attempting to Have Both Industrial Projects
 
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Portals are a potential victory condition. And it's going to take many projects to get Portals to a usable, practical state. The longer it takes us to finish this project, the longer we'll have to wait to get the follow up one, and the one after that, and the one after that.
I had 3 on portals, but accidentally had one too many Free Dice, so that was the easiest die to drop. That being said, I could probably move the die from cosmetic biosculpting to portals to return it to 3D. That die doesn't really progress biosculpting substantially, and I can do 2-3D on it next turn.
 
Okay question, the Hospital bay that a lot of plans are building, that's just one right? Its not having two on the station is it. Cause I see no reason for two hospitals on an experimental station.

As of right now I'm thinking :

[X] Plan Attempting to Have Both Industrial Projects
[X] Plan Levitating Up To Boston
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan Portals and Processors and Island Life:

They have shuttles, repulsors, islands, portals and a bunch of stuff I lile.
 
Anyways, last night I did the math on moving free dice from Fusion to Bergen next turn.

Even if we took a maximalist (and unrealistic) position on what next gen fusion could look like, it's not worth it.

Basically, it'd cost ~12 Energy. A maximalist next gen Fusion (which again, is unrealistic) could get us +13 Energy per phase, but it still takes ~2.5 dice per Fusion phase. So that's a net loss to accelerate next gen fusion by half a turn.
-----
That said, while it's not worthwhile to shift Free Dice to LCI to accelerate next gen Fusion, once Bergen 5 is within range of completing it may be worthwhile to hold off on Fusion investment for a turn or two.
 
Okay question, the Hospital bay that a lot of plans are building, that's just one right? Its not having two on the station is it. Cause I see no reason for two hospitals on an experimental station.
It's just the one, we didn't complete it last turn. And no, with the last vote the final slate of bays on Columbia will be:
-High Density Housing
-Medium Density Housing
-SCOP Bay
-Hospital Bay
-Assembler Bay
-Spaceport Bay

There was a plan in contention that would have had a second Hospital bay, to provide a wider variety of care (as well as more beds for the future), so it wasn't pointless, but it lost out to the SCOP Bay to give more sustainability for out-system stations.
 
[X] Plan Portals, Repulsors and Projects
[X] Plan Attempting to Have Both Industrial Projects
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan Portals and Processors and Island Life:
 
Actually quite a lot of nice plans this time.

I'm fine with most of the ones starting repulsorplates.

And despite the larger than usual range of military projects I'm not really opposed to any of them now that SADN is done. Feels like we're in a bit of a lull where we're knocking out various smaller projects for a turn or two before the next set of armor factories. It's nice.
 
[X] Plan Attempting to Have Both Industrial Projects
[X] Plan: Clear Your Plate (With a Shot of Tiberium)
 
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So, Karachi prep thoughts for Q1 and Q2.

Infra. 10 dice available.
[ ] Suborbital Shuttle Service (Phase 3)
A final and most significant step, prioritizing even more leopards for the suborbital role will make it so that GDI can establish a regular network of flights, and create efficiencies of scale rather than brute forcing the problem. While there are significant limits imposed by the turnaround time of a leopard class fusioncraft, there are also significant advantages.
(Progress 27/150: 25 resources per die) (+8 Logistics)
-Critical. We want that last bit of interconnection.

[ ] Yellow Zone Fortress Towns (Phase 7)
The last pair of Fortress Town waves will focus heavily on preparing a more rigid defensive line, albeit one that is in many cases tens or hundreds of kilometers deep. Positioned to dominate the surrounding areas, these towns are intended to provide the base for future bands of defensive fortifications.
(Progress 93/250: 20 resources per die) (+4 Housing)
-High. We want to be able to sandbag Nod if they decide to counterinvade while we're busy with the Shah.

[ ] Rail Network Construction Campaigns (Phase 6)
Further work on the rail networks will be focused primarily on preparing the ground for exploitation of the interior, especially in light of the pushes into the Red Zones and creating new environs for Initiative exploitation.
-Med. More rails mean more opportunity to act and react, and make it easier to get people and goods where they need to be. And if we're going to be facing strategic strikes, then logistics becomes even more critical.

[ ] Emergency Caloric Reclamation Processor Installations (Phase 2)
With a first wave of Caloric Reclamation Processors built and deployed, a second wave will not be too difficult. However, it is likely to result in political pushback, especially without further expansions to strategic food stockpiles.
(Progress 31/70: 10 resources per die) (+5 Food in reserve) (-5 Political Support)
-Low. I think a lot of our assets from the first wave will be deployed directly to Karachi. Building a second phase to allow us to maintain the mobility would be nice, but not a good investment compared to more YZ FT, or Rail Networks. I could see a single die being put in it in Q2, depending on what the CoS are on the other Infra phases.

HI. 10 dice available.
Already handled by DAE and Distributed HI departments. Just need to continue plodding away at Fusion.

LCI. 8 dice available.
Partly handled by our Distributed Consumer Gooods department. Department of Distributed Manufacturers is too little, too late.

Agri. 12 dice available.
[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 78/170: 10 resources per die) (+2 Food in Reserve, -3 Food)
-High. The key here isn't the food reserve, it's the narrative benefit from being able to handle refugee populations. We'll hopefully be getting a lot of refugees immigrating due to Karachi. And we might end up with internally displaced refugees if the Shah is successful. It does help that this will be something that we'll need to handle future tiberium mutation anyways, so it's not solely a short term benefit. If we get confirmation that more phases will continue to help with refugee processing, I think it'd be worth further investment beyond phase 5.


Tiberium. 14 dice available.
[ ] Coordinated Abatement Programs (Phase 2) (Updated)
While certainly not an easy thing, and with significant security risks to large detachments of Initiative troops, the coordinated abatement projects have been of significant value to the warlords that are participating; they are more willing to both put their own resources in, and do more to dissuade the radical side of the Brotherhood from interfering.
(Progress 88/180: 25 resources per die) (+3 Red Zone Abatement)
-Critical. There are some indications that finishing this will make it less likely for the Bannerjees/Bintang/Yao to interfere.

[ ] IHG Tiberium Processing Plants (Stage 1)
Building a first wave of Improved Hewlett Gardener plants will noticeably increase GDI's supply of Stable Trans-Uranic materials. While significantly more expensive to operate, especially as the last of the kinks in the process are worked out, the wonder materials are enough of a priority to make this worthwhile.
(Progress 0/150: 35 resources per die) (+450 processing capacity) (-4 Energy, -3 Logistics)
-Med. Mostly to be able to reroute tiberium away from the battle zone, but also nice to increase our processing redundancy.

[ ] Improved Tiberium Containment Facilities Construction (Phase 2)
While there is some significant amount of reserve capacity, it is something where more will very rarely hurt, either as a stopgap to allow GDI to build new capacity, or to mitigate damages from Brotherhood or alien attack. It is, however, not an immediate priority, and more investing in precautions against a future that may not come.
(Progress 11/90: 20 resources per die) (+500 Tiberium Reserve)
-Low. I'd rather just get more of the above.

Orbital. 14 dice available.
I don't think any of the bays will have an impact on the war.

Services. 8 dice available.
[ ] Autodoc Systems Deployment
While currently politically complicated and psychologically difficult, the autodoc systems represent the potential for a significant increase in GDI's ability to process injuries. Broadly speaking, these are only going to be found in some of the largest and most capable medical facilities, especially those specialized in wound care, and other forms of traumatic injury. Even so, pushing them out will make people nervous, and give politicians opposed to the Treasury ammunition.
(Progress 0/280: 30 resources per die) (+4 Health, +6 Emergency Health, -3 Capital Goods, -3 Energy) (-5 Political Support)
-Critical. Not just for our troops, or for refugees, but having this in place will make our medical system far more resilient to strategic weapons.

[ ] Regional Hospital Expansions (Phase 2)
While currently, there are few real needs for further expansion in the health sector, the Initiative's population is likely to continue aging, and with the diseases of the old, time of response is critical, as is increasing the automation levels to deal with what is likely to be a sharp decrease in workforce availability in the coming decades.
(Progress 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-High. As we saw during the last war, our medical system is going to be put under heavy strain by combat losses and refugees.



Military. 14 dice available.
Most of these won't be deployed in time for the operation.

[ ] ASAT Defense System (Phase 5)
With the final station of the current pattern deployed, it is high time for diversification. Kinetics, lasers, and tactical ion cannons, among other options, are the future of the global network of missile interception platforms, ones that will be more resilient than ever against the threats of the Brotherhood of Nod, and beyond that, act as a defensive screen against further extraterrestrial invasion. (Station)
(Progress 41/425: 20 resources per die)
-Low. More defense against strategic exchange, but I'm not sure it'll have a significant impact given the 4 phases of ASAT and SADN we've already done, and it's a very expensive project.

edit:
It looks like we might actually have Q1, Q2, and Q3 to prepare. So add 50% dice availability.
 
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So, looking at my above list, we do run into a bit of a problem

-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%, 3 dice 75R 96%
-[] Autodoc Systems Deployment 0/280 3 dice 90R 44%, 4 dice 120R 91%

Ideally, we'll two turn these projects so we don't waste dice, but we only have 4 services dice per turn, and we really don't like putting free dice in Services. And I think we're planning in invading in Q3? It would be very, very nice to have them complete beforehand.

I think that if a plan is using an AA die this turn, it should be put on the 100% CoS Services project (Universities), so we can free up that die for either a third portals die, or continuing with our Hospitals project (which may be the weaker of the two health projects, but is already started).

Similarly, I think that we probably don't want to invest in Cosmetic Biosculpting this turn, and any dice there should instead go to portals, or to our hospital project.

Edit:
Ah, never mind. I think we're invading in Q4, the turn after SADN 1 completes.
 
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This is a valid concern, and the Islands are just about the last -Labor project I'm going to take on lightly this way.
Personally, if we're taking up extra -Labour projects going into a crunch, I'd prefer to do repulsorplate factories instead. That's more future-proof than the Islands are.



Anyway...

Do you want to get some plan goals done?

Do you hate Islands as much as I do think the proverbial boat has sailed re: Islands and want to refocus our efforts?

Do you want to change our dice to 2d50s and mathematically reduce our chances of critical failure?

Vote to Clear Your Plate today!
 
[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: Clear Your Plate (With a Shot of Tiberium)
-[X] Infrastructure 5/5 80R
-[X] Blue Zone Arcologies (Stage 4) 277/465 3 dice 45R 88%
-[X] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
-[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 175R
-[X] Improved Hewlett Gardener Refits (Phase 2) 65/210 1 die 35R 10%
-[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] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 72%
-[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

1145R

An alternate plan, with a couple small updates: I swapped a die off Arcologies to put into Shuttles - 88% is still plenty close for completion's sake - and traded 2 dice onto Enhanced Harvest Spikes - for the potential as a way to experiment with yanking underground Tib up to the surface, and to burn a little more excess PS.
 
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
[X] Plan Attempting to Have Both Industrial Projects
[X] Plan Levitating Up To Boston
[X] Plan: Clear Your Plate (With a Shot of Tiberium)
[X] Plan: Clear Your Plate
 
[X] Plan Levitating Up To Boston
[X] Plan Attempting to Have Both Industrial Projects
[X] Plan: Clear Your Plate
[X] Plan: Clear Your Plate (With a Shot of Tiberium)
 
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[X] Plan: Clear Your Plate
[X]Plan Repulsors are space spending
[X] Plan Portals and Processors and Mad Science:
[X] Plan: Goal Focussed
[X] Plan: Clear Your Plate (With a Shot of Tiberium)
 
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A bit later than I intended, work has been a thing, but...
I present commentary on the leading plans:
Plan Repulsorplates Tiberium Spikes and Islands oh my
-general: The department headers list Admin Dice: x/2, but you only have 1 AA die available since other things are taking up the other Bureaucracy dice.
-4 dice on Arcologies is excessive, unless the plan is to go for another phase of them after this one. The project isn't really urgent.
-No complaints for HI, LCI, Agriculture or Tib. Splitting dice between North Boston and Repulsorplates is a valid choice, even if frontloading Repulsorplates might be a bit better for next turn.
-Not sure we need 2 dice on the Hospital bay, since we're dice-constrained above all else in Orbital.
-While I like putting more dice in Orbital, not putting an AA die on the University Program updates kinda seems a waste since it only needs that one progress to get to omake-completion territory. And I think that it's probably better to start on autodocs or keep working on biosculpt rather than libraries, since we're glutted on PS.
-I'm meh on Biprop and Islands, but don't really oppose doing them, I just think that other projects are higher priority. I do think it would probably be worthwhile getting started on MRAP rather than Unmanned Support Vehicle deployment, since MRAP will help out MARVs, which we will want to be working on in a bit for STUs.
-I like doing PMM and the trade deal, to reduce critfails and get trade ties with Nod which will hopefully boost Litvinov's position/decrease her stress level.
---
Plan Levitating Up To Boston
-I'm kinda in favor of holding off on the housing refits for another turn until we have the Arcologies stage finished, to try to avoid gentrification problems.
-Repulsorplate dice are arguably spacedice, but 5 free dice into HI is definitely... a thing. Not necessarily a bad thing, but interesting.
-LCI, Agriculture, Tib all are okay. (I'm fine with most Tib distributions as long as they include 2 dice in Enhanced Spikes.)
-Only working on the Hospital bay and stations in Orbital means we're likely to finish both stations, which is not a bad way to go into elections.
-Not putting an AA die on Universities feels like a waste, but it probably is better used somewhere in Orbital. Not sure it's worth using it for Agriculture. And again, probably want to work on medical projects rather than libraries.
-I do like getting the Gov-A development done. Again, meh on Islands, the rest of Military looks good.
-I don't like not doing the trade deal, or PMM.
---
Plan Attempting to Have Both Industrial Projects
-3 dice on Arcologies seems better than 4 dice - 88% chance of completion seems sufficient to me. Not sure fortress towns are needed, but the added defensive depth might help if Krukov gets froggy.
-2/4/2 seems a workable distribution for HI - it gets started on North Boston, while still putting more into Repulsorplates to ensure probable completion next turn.
-I'm not sure about putting 2 dice on Vein Mines - we can probably get by with 1, but 2 doesn't really risk overrunning into completing Stage 11, so it's okay.
-I feel better about overcompletion on the main stations than the bays, so I'm dubious about putting just Erewhon on Columbia.
-I don't like putting 2 dice on Islands- they're not urgent, and we have a chance of completion on 1 die.
-If we don't do PMM, the funds transfer to InOps isn't a terrible idea, but we might want to swap RZ Containment to Deep Red Glacier Mining if we do that.
---
Plan: Clear Your Plate
-4 Arcology dice. *grumbles* (Although the combo of that and refits does kinda make sense.)
-Just North Boston is a valid way to go, even though my spacebrain doesn't really like it.
-I think putting a die on Agri Mechanization is probably worthwhile, to get our part complete so trained workers can trickle in.
-No Enhanced Tib Spikes. Nope, sorry, that's an essential project IMO, both for the burn-off of PS, and for the progress towards drawing underground Tiberium to the surface.
-Orbital, Services, Military and Bureaucracy are good, though.

-I do like the "shot of Tiberium" version, a lot. Repulsorplates are next after N. Boston, though. And if we keep putting ~7 dice into it, that's a >50% chance of completing in 3 turns.
---
Plan Portals, Repulsors and Projects
-Infra works, 3 for arcologies, 2 for fortress towns.
-HI is... all in on Repulsorplates, that's not terrible.
-Bergen is Bergen. Trees are trees.
-I don't think I like trying for 2 stages of vein mines, CapGoods are going to be squeezed a bit with PMM. And no Enhanced Tib spikes is also a problem.
-I'd prefer finishing Shala over finishing bays, but spreading effort in the Orbital department is a valid choice to prevent overwork/casualties.
-again, kinda want an AA die to go to Universities, but I see why not.
-Free dice in Military? I don't like it.
-I'd prefer doing the trade deal over making a political promise.

[X] Plan: Clear Your Plate (With a Shot of Tiberium)
[X]Plan Repulsors are space spending
Edit: and this as a tiebreaker, since I kinda want to get stations done.
[X] Plan Levitating Up To Boston
 
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[X] Plan Levitating Up To Boston
[X] Plan Attempting to Have Both Industrial Projects

@Simon_Jester I remember you wondering what the new mobile refinery MARVs would do/cost, and it looks like they are already designed for us, no extra project required. Check the RZ MARV section if you missed them.
 
gib tib science and munitions plz! :V
I also enjoy 2+ dice on portals, and predictive modeling.

Preferred overall:
[X] Plan Portals and Processors and Mad Science:

Preferred front-runner:
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
 
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