[X] Plan Portals and Processors and Mad Science:
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my

Adding an approval vote. I personally don't feel RZBO is high up enough on our priorities to stretch zocom for at the moment.
[X] Plan Levitating Up To Boston
 
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A goal enforced by politicians. That members of the public have said they don't want.

It's double stupid since just building the arcology project and the arcology per turn, means all of our population is in high quality housing, but then the plan has us refit perfectly serviceable normal housing that people have chosen for reasons such as location or the negative rent. And force people out and improve the quality so as to charge more rent.
The problem is more likely on the demographics of those living in Post-War housing because if what was being provided on the reports when we were renovating them is true then there is a social problem of disaffected youths and the elderly who our social services have difficulty in helping because of their stubbornness. For the youth it's concerning especially since they sound like NEETs and such things are already problems for planners since as an ageing society, we need everyone to do their part in society no matter what. While GDI won't force them to make the rents more expensive, it will ensure that they would either get training, study in universities or schools, or enter the labor force since we just need to nudge them to become more productive in society. The elderly is more of a case that their new apartments will sooner need the space for our automated caretakers since social services are already strained with the need for ever more automation for elderly care. GDI society is to the point of only having enough of a workforce that it barely passes the term skeletal with how the demands outstripped supply of workers long ago. Even now we are on net 0 labor growth for the foreseeable future so increasing automation and labor output is essential for GDI society.
 


After careful consideration of the realities of continuing the housing refits without at least giving the dust some time to settle from the last round, I've decided to remove both dice from that line item in my plan, and split them evenly amongst Rail Network Construction Campaigns and Suborbital Shuttles.
 
Actually, @Simon_Jester could I convince you to swap Erewhon for one of the Shala dice? If Columbia doesn't finish under your plan (which has a 43% chance of happening) then it makes orbital a bit awkward next quarter, since (assuming we don't get astoundingly bad rolls) at most ~3 dice on Shala would be enough to finish it. That would leave the rest of the dice to go on Shala bays or Lunar Mining, and while those projects have value, I hope you'd agree that the Columbia bays are a bit more urgent right now, given the scale of the space population goal and the likelihood that we'll be transitioning from Columbia and Shala into large-scale space housing projects.

With this change, next turn we could (for example) put 3 dice on Shala, 1 on the Spaceport Bay if that didn't complete this turn, and then put 3-4 dice on the high density housing bay for a solid chance of completing that in time for the next-gen stations and lunar cities and whatnot, instead of putting those 3-4 dice on e.g. the Species Restoration Bay, which is nice to have but IMO not as important given the pressure on orbital from the 20k in space goal (Doruma's projections are pessimistic so we'll probably have a bit more slack in orbital than the analysis indicates, but nonetheless I'd like to get ahead on this so that bad rolls or unexpected events don't fuck us on the last turn of the plan or whatever). This change would mean some PS overflow, but honestly I think that would be an acceptable loss since we'll be getting quite a bit of PS from projects that we would do anyways (e.g. another +20 PS next turn from Shala, a total of +15 from Bergen, and +5 from Library Enhancement Programs), and it eliminates the reasonably significant risk of a slow turn for our orbital goals.
 
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The vote tally isn't counting @Khop's, @Devilblackbook's and @FrozenChosen's votes for Plan Attempting to Have Both Industrial Projects because they didn't write the word Plan in their votes.

So my plan for this turn has:

- 4 Dice on Arcologies to get that done this turn and have more surplus of High Quality Housing for Housing Refits and a Die on Suborbital Shuttle Service to slow roll it to completion.

- 2 Die on Fusion Power to keep building up our surplus and 3 Dice and an AA Die on North Boston to get that Phase 5 started.

- 1 Die on Bergen and 3 Dice on Adaptive Clothing both to save money and also to simplify our economy and logistics. After all clothing that has at least adaptive colors will save on space as people don't have to buy as much clothes as they used to.

- 5 Dice on Reforestation Campaign to get a Phase of it done in time for the elections and a Die on Agriculture Mechanization to get that done.

- 1 Die on Tiberium Mines to keep that rolling, 2 Die on Improved Hewlett-Gardener Refits to get a Phase of it done, 2 Die on Enhanced Tiberium Spikes for more Inhibitor date and 2 Die on Coordinated Abatement to get it done either this or next turn.

- A Die on Columbia to finish it, 5 Dice on Shalla to be able to finish it either this or next turn, a Die and Erewhon on the Hospital Bay to finish it and 3 Dice on Spaceport to future-proof our space transportation infrastructure.

- 1 Die each on University Programs and Library Enhancement Programs to finish them off and 3 Dice on Portal Construction, hi @Derpmind, to try and get that done.

- 2 Die on Orca Wingmen to finish that off, 2 Die on the Stealth Disruptor because we need that as a surprise for Karachi, 1 Die to Develop Governor-As, 1 Die on Island Deployment to slow roll that, 1 Die on the last Shark Shipyard to get that over with and 1 Die on Modular Rapid Assembly Prototype Factory because that's the one with spool-up time.

- The sooner we fund In-Ops the better they'll be in spooky stuff down the line and a round of trade to see how that works in practice.

[X] Plan Logistical Orbit v4.2:
-[X] Infrastructure (5/5 Dice +27 bonus) 85 Resources:
--[X] Blue Zone Arcologies (Stage 4) 277/465 15 RpD, 4 Dice = 60 R 99% ADC 43
--[X] Suborbital Shuttle Service (Phase 3) 27/150 25 RpD, 1 Die = 25 RpD 20% DC 81
-[X] Heavy Industry (5/5 Dice + AA Die +34 bonus) 100 Resources:
--[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) 143/275 20 RpD, 2 Die = 40 R 89% ADC
--[X] North Boston Chip Fabricator (Phase 5) (updated) 36/1805 15 RpD, 3 Dice + AA Die = 60 R 4/23 Median ADC N/A
-[X] Light and Chemical Industry (4/4 Dice +29 bonus) 75 Resources:
--[X] Bergen Superconductor Foundry (Phase 4) 235/610 30 RpD, 1 Die = 30 R 1/5 Median DC N/A
--[X] Adaptive Clothing Deployment 0/300 15 RpD, 3 Dice = 45 R 19% ADC 66
-[X] Agriculture (6/6 Dice +29 bonus) 40 Resources:
--[X] Reforestation Campaign Preparations (Phase 1) 457/805 5 RpD, 5 Dice = 25 R 84% ADC 58
--[X] Agriculture Mechanization Projects (Phase 2) 203/230 15 RpD, 1 Die = 15 R 100% DC 1
-[X] Tiberium (7/7 Dice +39 bonus) 180 Resources Edit: 10 PS:
--[X] Tiberium Vein Mines (Stage 10) 36/150 20 RpD, 1 Die = 20 R 41% DC 60
--[X] Improved Hewlett-Gardener Refits (Phase 2) 65/210 35 RpD, 2 Die = 70 R 87% ADC 26
--[X] Enhanced Harvest Tiberium Spikes (Platform) 0/180 20 RpD 5 PSD, 2 Die = 40 R 10 PS 72% ADC 39
--[X] Coordinated Abatement Programs (Phase 2) 88/180/355 25 RpD, 2 Die = 50 R 100%/4% ADC 1/85
-[X] Orbital (7/7 Dice +3 Free Dice + Erewhon +34 bonus) 220 Resources:
--[X] GDSS Columbia (Phase 5) (Updated) 956/1025 20 RpD, 1 Die = 20 R 86% DC 15
--[X] GDSS Shala (Phase 5) 367/985 20 RpD, 5 Dice = 100 R 5/7 Median ADC 87
--[X] GDSS Columbia Hospital Bay 184/310 20 RpD, 1 Die + Erewhon Die = 40 R 72% ADC 36
--[X] Spaceport Bay 0/295 20 RpD, 3 Dice = 60 R 42% ADC 60
-[X] Services (4/4 Dice +1 Free Die +35 bonus) 330 Resources:
--[X] University Program Updates 231/250 15 RpD, 1 Die = 15 R 100% DC 1
--[X] Library Enhancement Programs 149/180 15 RpD, 1 Die = 15 R 100% DC 1
--[X] Primitive Prototype Portal Construction 73/400 100 RpD, 3 Dice = 300 R 32% ADC 69
-[X] Military (7/7 Dice +2 Free Die +31 bonus) 150 Resources:
--[X] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 56/215 20 RpD, 2 Die = 40 R 68% ADC 42
--[X] Stealth Disruptor Deployment 0/160 15 RpD, 2 Die = 30 R 67% ADC 42
--[X] Governor-A Development (Platform) 0/40 15 RpD, 1 Die = 15 R 100% DC 1
--[X] Island-Class Assault Ship Deployment 0/135 25 RpD, 1 Die = 25 R 12% DC 89
--[X] Shark-Class Frigate Shipyards (High Priority) 148/230 20 RpD, 1 Die = 20 R 65% DC 36
--[X] Modular Rapid Assembly Prototype Factory 0/265 20 RpD, 1 Die = 20 R 1/4 Median DC N/A
-[X] Bureaucracy (4/4 Dice +29 bonus) 60 Resources -55 RpT -5 PS:
--[X] AA Die on North Boston
--[X] Transfer Funding to InOps -60 RpT
--[X] Trade Programs -5 PS per Action taken
---[X] Sell Consumer Goods : +5 Resources per Turn, -10 Consumer Goods
-[X] Total Cost: 85+100+75+40+180+220+330+150+60 = 1240/1290

Approval votes are:

[X] Plan Attempting to Have Both Industrial Projects
[X] Plan Portals, Repulsors and Projects
[X] Plan Portals and Processors and Mad Science:
[X] Plan Name Here
[X] Plan With More Space Dice
[X] Plan Light on Labor
[X]Plan Getting Ready for War
[X] Attempting to Have Both Industrial Projects, NTU Edition
[X] Plan Repulsorplates Tiberium Spikes and Islands oh my
 
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[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

[X] Plan Levitating Up To Boston
 
Actually, @Simon_Jester could I convince you to swap Erewhon for one of the Shala dice? If Columbia doesn't finish under your plan (which has a 43% chance of happening) then it makes orbital a bit awkward next quarter, since (assuming we don't get astoundingly bad rolls) at most ~3 dice on Shala would be enough to finish it.
I get the logic, but at this point the "neck and neck" aspect of the plan voting has diverged and I'd feel odd changing something with about 37 votes on it.

If present trends continue, Shadows has managed to, once again, nimbly outmaneuver me with (in large part) a more popular Orbital lineup, and I have nothing but respect for that.
 
Y'all are sleeping on red zone Marvs :V

d red zone abatement and both are PlAn GoAlS! Aren't the pLaNGOAAALZZZ important?

Me looking at the 4 GZA Factories, probably six Governor-A shipyards, -1 Mandatory refit die. Island, Orbital Nuke and Stealth? Orbital Fighters, NuMammoth. Paladin Tank?, NuGuardian? starships dev, -1 ST die until end of plan with only two Free Die?

Good luck with that
 
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Me looking at the 4 GZA Factories, probably six Governor-A shipyards, -1 Mandatory refit die. Island, Orbital Nuke and Stealth? Orbital Fighters, NuMammoth. Paladin Tank?, NuGuardian? starships dev, -1 ST die until end of plan with only two Free Die?

Good luck with that
There probably aren't entirely new shipyards for the Governor-As, we'll just be using the existing ones
 
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