The only thing we don't know yet is how crits will happen now. I believe crit fails will only happen if two d50s on a project roll a 1, but for crits? Maybe two d50s that roll 46 or higher, since that has a 1% chance?
I'm hoping that it's roll to confirm critical successes.

I.e. for each 50 roll 1d2. If 1, regular success. If 2, crit success. I think think it's relatively simple and direct.

For a small number of dice it doesn't really matter. But the larger number rolled, the simplicity really helps. E.g. imagine rolling 16d50, and trying to figure out exactly where the dice pair lay.
 
It just means we can't cut corners and skimp with dice. I don't see the problem. Then again I'm the complete-sureist type.
Your idea of "cutting corners and skimping with dice" is my idea of "not rushing programs to completion at the cost of going over budget."

Conversely, your idea of "being a complete-sureist" is my idea of "throwing excess dice spending at projects, often wastefully."

If something has a 40% chance of completing this turn with two dice and an 80% chance with three, then unless there's a very pressing reason why we need the project immediately, I'd rather use two dice.
 
Because how well the slaves can follow the overseers orders is at least partially contingent on how intelligent they are, and because as NOD experiences an even more pronounced labor crunch than us, the odds of Gana filling more and more varied roles, including foot soldiers only increases.
I don't think the Nod Labor shortage has the exact same causes as ours. Nod citizens don't have the same kind of access to information that their GDI counterparts do. Throw in what's likely to be a lower supply of birth control to the general population, and a greying population isn't as much of a problem. The Regency War losses due to battlefield casualties and refugees are likely to be a much bigger problem. The worse workplace safety issues are also likely to be a serious problem.

The differing causes means that Nod has solutions that simply aren't available to us. They've cut off the refugee supply, which is a good start. Also, they can improve workplace safety conditions in order to lose less labor per turn to industrial accidents. That should have a sizable impact all on its own.

Of course, not all of their options are completely unavailable to us. They have cybernetic technology as well, although past history may make deploying it difficult for them. Ethical automation is very doable for the Brotherhood. They're already adding more automated drone units to their forces. Non-sapient Gana can also be used morall. There's a lot of jobs where you don't need more intelligence than that of a particularly intelligent monkey to do the job, especially if there's a sapient overseer present. Heck, the increased efficiency sapience brings might not even be worth the added cost of manufacturing.

Now, while the temptation to increase the use of sapient Gana in the military will likely increase, that doesn't mean the Bannerjees will give into it. There are plenty of other, more morally palatable options, as I detailed above.

Assuming the enemy will take a morally questionable course just because they're evil and that's what evil people do is dubious at best. History is littered with times where such false assumptions ended very badly for those making them. The disastrous consequences of the shelling of the historical monastery of Monte Cassino comes to mind. If it holds up for literal Nazis, I think it should apply to the most ethical Nod Warlords we've ever laid eyes on.
And if we're taking the argument that ostensibly any heavily indoctrinated Brotherhood citizen is essentially a servitor who's lot is all about serving the Warlord and/or NOD's inner circle regardless... I suppose I'm sentimental enough to believe a creator has a duty of care- and that industrially manufacturing sapients to fill in the short fall resulting from the simple fact most humans don't want to bring a new life into such a degraded and degrading world is just to embrace the same driving forces that have despoiled the world and killed billions.
Um, I think what we have here is a failure to communicate. My point wasn't that "all Brotherhood citizens are essentially servitors and thus making Gana isn't so bad". What I was trying to say was that both Gana and ordinary Nod citizens undergo significant amounts of indoctrination. Despite that, the ordinary citizens of Nod aren't servitors with no free will of their own, as demonstrated by the massive number of defectors we've taken in. If the ordinary citizens, who undergo more or less the same treatment, aren't essentially servitors, why should we assume that the sapient Gana are?
At that point the Warlords are just pretty much manufacturing people to use as grist for the warmachines they derive their legitimacy from, and that they are desperate to ensure don't get further outcompeted by GDI.
You make it sound like the sole reason why the Warlords are in power is because they are at war with GDI. We have ample evidence that this is not the case. The Caravanserai has been more or less neutral to us for years at this point, yet they haven't collapsed. The Bannerjee twins have sky high popular support on the Indian Subcontinent, due to stepping in when GDI outright abandoned much of the population to the mercies of Tiberium. That won't change just because peace breaks out. It sounds like Stahl also could stick around, and there very well may be others.

I'm not saying that there aren't regions where the populace is kept in line by anti-GDI propaganda that would have serious problems if peace broke out. I'm just saying that it's not the sole source of legitimacy, and there would be plenty of leaders within Nod who would do just fine without it.
As for what I want us to do? I want us to be mindful of some of where people in setting's misgivings over working more closely with some of the Warlords. Working with people out of necessity can easily become working with people out of convenience. That seems as much one of GDI's past crimes as any other given Marcion and other past GDI patsies.
We are so far away from working with Nod becoming a convenience it's not even funny. The decades worth of bad blood between both parties alone makes sure of that. Look at how much of a headache Coordinated Abatement has been politically if you want proof.

The necessity isn't going anywhere either. We need to have long-term peaceful relations with the Nod moderates. There's enough popular support for them that conquest is impractical, bordering on impossible in some cases. For example, I don't see the Indian Subcontinent becoming a Blue Zone unless Nod decides to completely abandon it for some reason.

That means we have to work with them, slowly pushing both sides towards seeing each other as people instead of the Enemy. We've made a lot of progress on that front, but it's still a long road ahead, the work of decades and perhaps generations. By the time we have achieved our goal, I wouldn't be surprised if the ethical standards of Nod have improved significantly.
 
@Ithillid at this point the leading plan has twice as many votes as the runner up. Can you close the vote at this point?
 
While true, they might not care, or misjudge the situation.

And they might well just damage the refinery and cause a pileup of liquid tiberium.
I don't think we'd stockpile liquid tib at the refineries. Too much of a liability.
I'd expect something closer to a just-in-time system where the next tanker turns up around the time the previous one has finished processing.
If some Nod lunatic really wanted to cause a lot of damage, they could make their own liquid tib bomb.
 
I'm hoping that it's roll to confirm critical successes.

I.e. for each 50 roll 1d2. If 1, regular success. If 2, crit success. I think think it's relatively simple and direct.

For a small number of dice it doesn't really matter. But the larger number rolled, the simplicity really helps. E.g. imagine rolling 16d50, and trying to figure out exactly where the dice pair lay.
It'd actually have to be a d4. There's a roughly 4% chance of rolling at least one 50 on a 2d50. Still, it's not perfect (our chances of a crit go down by a bit).
 
[X] Plan Chippin' In
[X] Plan Give Me Science!
[X] Plan: Physiotherapy
[X] Plan Bracing for Impact 1.3:
[X] Plan Attempting to Brace for Impact
[X] Plan Confused Screaming v2.0
 
I may be misunderstanding, but I think microfusion cells actually have a bit of a problem in that their peak size and power output is too small in practice for many of these applications. If you want to power an energy shield that can withstand tank-scale plasma bolts because you're trying to protect a tank with it, then you may well not be able to do that with microfusion.

I'm not 100% clear on where the limits are with this, but in the past Ithillid has cautioned us that microfusion may not transform quite as many applications as you expect, even given the availability of the needed STUs.
If that's a problem, and I very much don't remember it being a possible problem, that would be an issue for the Labor to explore, only making them even more important.

Like, I have no idea what GDI shoved in a MARV to power it. But apparently whatever it was could be replaced by a Microsoft Cell and save twenty tons. I don't know how heavy a microfusion cell is either, but given it's size I'd be shocked if it weighs more then half a ton. Even if it weighed a couple tons, then the workable solution to a cell no being able to power a MARV and it's Particle Shield is to shove another microfusion cell in there and only save eighteen tons.
Canonically, we've already got the full benefits of this. U-Series Alloy Foundries Phase 6 is about manufacturing some specific alloys for tiberium processing and so on; it's the result of us getting a "Visitor-tech blades" project that was additional to our "Visitor-tech structural alloys" project that only gave us Phases 1-5.

So insofar as we need STU-based structural alloys for tanks or whatever, we have them, and the last phase of the foundries won't make a lot of difference except possibly making those structural alloys just a bit cheaper. It certainly isn't a problem that we haven't built those

I don't think it's accurate to represent a 400-point project as "comparatively small" even when it's stacked up against an 1800-point project. That's several dice worth of effort.
The blurb for one of the foundry updates explicitly says that these materials are great for building, but are lacking in ways that make them unsuitable vehicle construction.
For the uses of STU based alloys, one of the key things slowing adoption is the differences between static loads and dynamic loads. While buildings, for the most part, deal with static loads, aircraft, ships, and the like are primarily dynamically loaded. The wings on a V-35 or C-35 transport, undergo a wide variety of stressors, ones that have made simple one for one replacements nonviable, and significant redesign work a requirement. While CAD and the work of EVA systems has made it a relatively simple matter, actually changing over the tool settings has taken longer.
There has also been testing and in a large number of areas, the material qualities of the alloys are not actually an advantage, with one of the most common being crumple zones. While they do have to be strong enough to support their own weight, the idea of a crumple zone is simple. Make a crash or impact more survivable by slowing the impact with sacrificial parts of a vehicle or installation. Most of the U series alloys are simply too resilient, producing either effectively sharp pieces at impact velocities, or refusing to crumple properly at all, instead remaining resolutely intact.
While appropriate alloys aren't explicitly gated behind the foundries, there's nowhere else to go looking for them. And it's not just blades, this is were we'd open up STU alloys to not just copying the Scrin's homework, but come up with things for ourselves.

Though fair, a 450 project is still pretty expensive. I think it's worth it, but I understand people getting ancy about finishing North Boston.
The thing is, if we develop the tech, we can design future systems with the limitations in mind. Our engineers will know what they can and cannot build and power without a microfusion cell, even if microfusion cells aren't in mass production. That's going to be important.
Sure, that's definitely important, and in future it will pay off. I just don't see it paying off in the near term, when it's likely so very power and STU expensive. If nothing else, I'm definitely not throwing shade at a plan that's throw three dice at my boys and girls in the Talons in one turn. Let's do it again next turn.

Though I could be wrong. Maybe the new Tib and LT refineries could just absolutely puke out STUs and aren't that much more expensive to make.
 
I don't think we'd stockpile liquid tib at the refineries. Too much of a liability.
I'd expect something closer to a just-in-time system where the next tanker turns up around the time the previous one has finished processing.
If some Nod lunatic really wanted to cause a lot of damage, they could make their own liquid tib bomb.

That would happen if we were doing liquid tib refining other than as in situ as possible. I was answering on the basis of a Red Zone liquid tib refinery program.
 
Vote closed
Scheduled vote count started by Ithillid on Jul 9, 2023 at 9:21 AM, finished with 393 posts and 77 votes.

  • [X] Plan Chippin' In
    -[X] Infrastructure (5/5 Dice, +27 bonus, 95R)
    --[X] Advanced Tunnel Borer Development 0/80 1 die 15R 68%
    --[X] Offshore Tiberium Harvester Stations (Phase 4) 0/150 2 dice 40R 68%
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    -[X] Heavy Industry (5/5 Dice + 3 FD, +34 bonus, 150R)
    --[X] North Boston Chip Fabricator (Phase 5) (406/1805) 4 dice 60R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] Light Industry (4/4 Dice, +24 bonus, 110R)
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
    --[X] High Energy Capacitors Development (0/60) 1 die 20R 90%
    -[X] Agriculture (6/6 Dice, +29 bonus, 40R)
    --[X] Reforestation Campaign Preparations (Phase 1) (737/805) 4 dice 20R 100%
    --[X] Strategic Food Stockpile Construction (Phase 5) (78/170) 1 dice 10R 53%
    --[X] Organ Farming Programs (0/120) 1 dice 10R 30%
    -[X] Tiberium (7 Dice, +39 bonus, 190R)
    --[X] Enhanced Harvest Tiberium Spikes (145/180) 1 dice 20R 100% -5PS
    --[X] Coordinated Abatement Programs (Phase 3) (93/175) 1 dice 25R 72%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) (0/180) 3 dice 105R 98%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    -[X] Orbital (7/7 dice + 2 FD + Erewhon, +34 bonus, 200R)
    --[X] Spaceport Bay (0/295) 4 dice 80R 91%
    --[X] Species Restoration Bay (Stage 1) (0/255) 3+E dice 60R 71%+
    --[X] GDSS Shala (868/975) 2 dice 40R 99%
    -[X] Services (4/4 Dice, +32 bonus, 170R)
    --[X] Primitive Prototype Portal Construction (279/400) 1 dice 100R 40%
    --[X] Cosmetic Biosculpting (184/345) 1 dice 30R 5%
    --[X] Civil Sensory Augmentics Development (0/120) 1 dice 20R 36%
    --[X] Civil Prosthetics Development (0/120) 1 dice 20R 36%
    -[X] Military (7/7 dice + 1FD + AA, +31 bonus, 190 R)
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Binary Propellant Exploration (0/60) 1 dice 10R 92%
    --[X] Advanced Armor Composites (0/80) 1 dice 15R 72%
    --[X] Orca Wingmen Drone Deployment (Phase 2) (196/215) AA die 20R 97%
    --[X] Particle Shield Development (0/120) 2 dice 25R 95%
    --[X] Governor-A Deployment (Refits) (0/350) 1 dice 20R
    --[X] Island-Class Assault Ship Deployment (70/135) 1 dice 25R 82%
    --[X] Modular Rapid Assembly Prototype Factory (102/265) 1 die 20R
    -[X] Bureaucracy (4 Dice, +29 bonus)
    --[X] Predictive Modeling Management (-10 Capital Goods)
    --[X] Transfer Funding to InOps (-60R)
    --[X] Administrative Assistance (Military)
    [X] Plan New Age of Refining
    -[X]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 70R
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 1 die 15R 6%
    --[X] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
    --[X] Advanced Tunnel Borer Development 0/80 1 die 15R 68%
    --[X] Offshore Tiberium Harvester Stations (Phase 4) 0/150 2 dice 40R 68%
    -[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 4) 117/275 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R 0%
    --[X] Second Generation Repulsorplate Factories 365/525 3 dice 75R 99%
    -[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 110R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
    --[X] High Energy Capacitors Development (Tech) 0/60 1 die 20R 85%
    -[X]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 65R
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30R 99%
    --[X] Strategic Food Stockpile Construction (Phase 5) 78/170 1 die 10R 53%
    --[X] Laboratory Meat Deployment (Phase 1) 1 die 15R 0%
    -[X]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 185R
    --[X] Enhanced Harvest Tiberium Spikes (Platform) 135/180 1 die 20R 100%
    --[X] Xenotech Tiberium Refinery Development (Tech) 0/180 3 dice 105R 98%
    --[X] Liquid Tiberium Refining Development (Tech) 0/180 3 dice 60R 98%
    -[X]Orbital 7/7 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 1/1 220R
    --[X] GDSS Columbia Bays
    ---[X] High Density Housing 0/295 3 dice 60R 42%
    ---[X] Spaceport Bay 0/305 3 dice 60R 42%
    --[X] GDSS Shala (Phase 5) 868/985 2 dice 40R 99%
    --[X] GDSS Shala Bays
    ---[X] Species Restoration Bay (stage 1) 0/255 2 dice + Erewhon 60R 42%
    -[X]Services 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 170R
    --[X] Civil Sensory Augmentics Development 0/120 2 dice 40R 94%
    --[X] Autodoc Systems Deployment 0/280 1 die 30R 0%
    --[X] Primitive Prototype Portal Construction 259/400 1 dice 100R 40%
    -[X]Military 7/7 Free Dice: 0/6 Admin Dice: 1/2 AI Dice: 0/1 125R
    --[X] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 92%
    --[X] Military Particle Beam Development (Tech) 0/100 1 die 20R 52%
    --[X] Inferno Gel Development (Tech) 0/40 1 die 10R 100%
    --[X] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 admin die 20R 97%
    --[X] Thunderbolt II Missile Development (Platform) 0/60 1 die 15R 92%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Modular Rapid Assembly Prototype Factory 102/265 1 die 20R 0%
    -[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 60R
    --[X] Administrative Assistance (Orca Wingmen Drone Deployment) 2 dice
    --[X] Transfer Funding to InOps 1 die
    --[X] Predictive Modeling Management 1 die
    -[X]Free Dice 6/6
    --[X] 3 in Heavy Industry
    --[X] 3 in Orbital
    -[X]Resources Income 1200/1300 Reserve 0/65 Bank 100
    [X] Plan Give Me Science!
    -[X] Infrastructure 5/5 dice 80R
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 1 die 15R 6%
    --[X] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70 1 die 10R 100%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    --[X] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 2 dice 40R 68%
    -[X] Heavy Industry 5/5 +1 Erewhon dice 120R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 1 dice + Erewhon die 30R (2-ish/16.5 median)
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] Light & Chemical Industry 4/4 dice 110R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100% (Phase 4+5 3/15 median)
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    -[X] Agriculture 6/6 dice 75R
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5R 77%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 1 dice 20R 50%
    --[X] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88% (Phase 3+4 23%)
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
    --[X] Organ Farming Programs (Tech) (New) (MS) 0/120 1 die 10R 30%
    -[X] Tiberium 7/7 dice 195R
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Forgotten Experimentation 0/260 2 dice 60R 10%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 1 dice 20R 72% (1/2 median)
    -[X] Orbital 7/7 dice 140R
    --[X] GDSS Shala (Phase 5) 868/975 2 dice 40R 99%
    --[X] Spaceport Bay 0/295 3 dice 60R 42%
    --[X] Species Restoration Bay (Stage 1) 0/255 2 dice 40R 8%
    -[X] Services 4/4 +6 Free dice 360R
    --[X] Autodoc Systems Deployment 0/280 1 die 30R (1/3 median)
    --[X] Cosmetic Biosculpting 194/345 1 die 30R 5%
    --[X] Primitive Prototype Portal Construction 279/400 2 dice 200R 99%
    --[X] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Civil Prosthetics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
    --[X] Biowarfare Countermeasures Development (Tech) (New) 0/40 1 die 15R 100%
    --[X] Projected Hardlight Development (Tech) (New) 0/60 1 die 15R 96%
    --[X] Drone Control Hub Development (New) (Tech) 0/180 1 dice 20R (1/2 median)
    -[X] Military 7/7 +1 AA dice 150R
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
    --[X] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 92%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
    --[X] Stealth Disruptor Deployment 0/160 2 dice 30R 67%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Modular Rapid Assembly Prototype Factory 102/265 (1 die, 20 R) (1/2 median)
    -[X] Burrito 4/4 dice 60R
    --[X] Administrative Assistance (Military) 2 dice auto
    --[X] Transfer Funding to InOps 1 die auto
    --[X] Predictive Modeling Management 1 die auto
    -[X] Total: 1290R/1300R + 65R in reserve. Reserve goes to 75R.
    [X] Plan: Physiotherapy
    -[X] INFRASTRUCTURE 5/5 85R
    -[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    -[X] Advanced Tunnel Borer Development 0/80 1 die 15R 63%
    -[X] Offshore Tiberium Harvester Stations (Phase 4) 0/150 2 dice 40R 68%
    -[X] HEAVY INDUSTRY 5/5 + 3 FD 150R
    -[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    -[X] North Boston Chip Fabricator (Phase 5) 406/1805 4 dice 60R
    -[X] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%
    -[X] LIGHT & CHEMICAL INDUSTRY 4/4 110R
    -[X] Bergen Superconductor Foundry (Phase 4+5) 523/1750 3 dice 90R
    -[X] High Energy Capacitors Development 0/60 1 die 20R 85%
    -[X] AGRICULTURE 6/6 40R
    -[X] Reforestation Campaign Preparations (Phase 1+2) 737/1595 4 dice 20R
    -[X] Strategic Food Stockpile Construction (Phase 5) 78/170 1 die 10R 53%
    -[X] Organ Farming Programs 0/120 1 die 10R 25%
    -[X] TIBERIUM 7/7 180R
    -[X] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 29%
    -[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    -[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    -[X] Liquid Tiberium Refining Development 0/180 2 dice 40R 63%
    -[X] Xenotech Tiberium Refinery Development 0/180 2 dice 70R 63%
    -[X] ORBITAL 7/7 + Erewhon 160R
    -[X] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 93%
    -[X] Lunar Mining Projects 0/195 2 dice 40R 40%
    -[X] Species Restoration Bay 0/255 3 dice 60R 71%
    -[X] Spaceport Bay 0/295 1 die 20R
    -[X] SERVICES 4/4 + 2 FD 195R
    -[X] Primitive Prototype Portal Construction 279/400 1 die 100R 40%
    -[X] Civil Sensory Augmentics Development 0/120 1 die 20R 31%
    -[X] Civil Prosthetics Development 0/120 1 die 20R 31%
    -[X] Projected Hardlight Development 0/60 1 die 15R 91%
    -[X] Drone Control Hub Development 0/180 2 dice 40R 65%
    -[X] MILITARY 7/7 + 1 FD + AA 155R
    -[X] Advanced Armor Composites 0/80 1 die 15R 67%
    -[X] Orca Wingmen Drone Deployment (Phase 2) 186/215 1 AA die 20R 87%
    -[X] NovaHawk Development 0/40 1 die 15R 100%
    -[X] Governor-A Deployment 0/350 2 dice 40R
    -[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    -[X] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%
    -[X] Modular Rapid Assembly Prototype Factory 102/265 1 die 20R
    -[X] BUREAUCRACY 4/4
    -[X] Administrative Assistance (Military) 2 dice auto
    -[X] Predictive Modeling Management 1 die auto
    -[X] Transfer Funding to InOps 1 die auto
    [X] Plan Bracing for Impact 1.3:
    -[X] Infrastructure (5/5 Dice +27 bonus) 95 Resources:
    --[X] Yellow Zone Fortress Towns (Phase 7) 93/250 20 RpD, 2 Die = 40 R 63% ADC 44
    --[X] Advanced Tunnel Borer Development (Tech) (New) 0/80 15 RpT, 1 Die = 15 R 68% DC 33
    --[X] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 20 RpD, 2 Die = 40 R 68% ADC 41
    -[X] Heavy Industry (5/5 Dice + 4 Free Dice + Erewhon +34 bonus) 180 Resources:
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 20 RpD, 2 Die = 40 R 77% ADC 35
    --[X] North Boston Chip Fabricator (Phase 5) (updated) 406/1805 15 RpD, 5 Dice + Erewhon Die = 90 R 6/17 Median ADC N/A
    --[X] Second Generation Repulsorplate Factories 365/525 25 RpD, 2 Die = 50 R 72% ADC 39
    -[X] Light and Chemical Industry (4/4 Dice +29 bonus) 110 Resources:
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610/1750 30 RpD, 3 Dice = 90 R 100%/ 3/16 Median DC 1/ N/A
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 20 RpD, 1 Die = 20 R 90% DC 11
    -[X] Agriculture (6/6 Dice +29 bonus) 60 Resources:
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 5 RpD, 2 Die = 10 R 100% ADC 1
    --[X] Strategic Food Stockpile Construction (Phase 5) 78/170 10 RpD, 1 Die = 10 R 53% DC 48
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 15 RpD, 2 Die = 30 R 54% ADC 49
    --[X] Organ Farming Programs (Tech) (New) (MS) 0/120 10 RpD, 1 Die = 10 R 30% DC 71
    -[X] Tiberium (7/7 Dice +39 bonus) 175 Resources 5 PS:
    --[X] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 20 RpD, 1 Die = 20 R 76% DC 25
    --[X] Enhanced Harvest Tiberium Spikes (Platform) 135/180 20 RpD 5 PSD, 1 Die = 20 R 5 PS 100% DC 1
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 25 RpD, 1 Die = 25 R 73% DC 28
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 35 RpD, 2 Die = 70 R 72% ADC 39
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 20 RpD, 2 Die = 40 R 72% ADC 39
    -[X] Orbital (7/7 Dice +2 Free Die +34 bonus) 180 Resources:
    --[X] GDSS Shala (Phase 5) 868/985 20 RpD, 2 Die = 40 R 99% ADC 5
    --[X] Shala Animal Husbandry Bay 0/255 20 RpD, 3 Dice = 60 R 71% ADC 41
    --[X] Shala Species Restoration Bay (Stage 1) 0/255 20 RpD, 4 Dice = 80 R 98% ADC 21
    -[X] Services (4/4 Dice +35 bonus) 240 Resources:
    --[X] Primitive Prototype Portal Construction 279/400 100 RpD, 2 Die = 200 R 99% ADC 8
    --[X] Drone Control Hub Development (New) (Tech) 0/180 20 RpD, 2 Die = 40 R 65% ADC 43
    -[X] Military (7/7 Dice +31 bonus) 135 Resources:
    --[X] Department of Refits -1 Military Die -30 RpT
    --[X] Inferno Gel Development (Tech) 0/40 10 RpD, 1 Die = 10 R 100% DC 1
    --[X] Orca Wingmen Drone Deployment (Phase 2) (High Priority) 196/215 20 RpD, 1 Die = 20 R 100% DC 1
    --[X] Stealth Disruptor Deployment 0/160 15 RpD, 2 Die = 30 R 67% ADC 42
    --[X] Island-Class Assault Ship Deployment 70/135 25 RpD, 1 Die = 25 R 82% DC 19
    --[X] Modular Rapid Assembly Prototype Factory 102/265 20 RpD, 1 Die = 20 R 1/2 Median DC 100?
    -[X] Bureaucracy (4/4 Dice +29 bonus) 120 Resources -115 RpT -5 PS:
    --[X] Transfer Funding to InOps -60 RpT X2
    --[X] Predictive Modeling Management
    --[X] Trade Programs -5 PS per Action taken
    ---[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
    -[X] Total Cost: 95+180+110+60+175+180+240+135+120 = 1295/1365
    [X] Plan Attempting to Brace for Impact
    -[X] Infrastructure (5/5 Dice, +27 bonus, 75 R)
    --[X] Yellow Zone Fortress Towns (Phase 7) 93/250 (1 die, 20 R) (1/2 median)
    --[X] Advanced Tunnel Borer Development 0/80 (1 die, 15 R) (63% chance?)
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
    --[X] Emergency CRP Installations (Phase 2) 31/70 (1 die, 10 R) (100% chance) (-5 PS)
    -[X] Heavy Industry (5/5 Dice + 3 Free Dice, +34 bonus, 150 R)
    --[X] 2nd Gen. CC Fusion Plants (Phase 4) 117/270 (2 dice, 40 R) (73% chance)
    --[X] Second Generation Repulsorplate Factories 365/525 (2 dice, 50 R) (72% chance)
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 (4 dice, 60 R) (4/16.5 median)
    -[X] Light Industry (4/4 Dice, +29 bonus, 110 R)
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 (3 dice, 90 R) (100% chance) (+5 PS)
    --[X] High Energy Capacitors Development 0/60 (1 die, 20 R) (75% chance)
    -[X] Agriculture (6/6 dice, +29 bonus, 60 R)
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 (2 dice, 10 R) (100% chance)
    --[X] Strategic Food Stockpile Construction (Phase 5+6) 78/320 (2 dice, 20 R) (98% Phase 5, 5% Phase 6)
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (54% chance)
    -[X] Tiberium (7/7 dice + 2 Free dice, +39 bonus, 230 R)
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 (1 die, 25 R) (73% chance)
    --[X] Red Zone Containment Lines (Stage 6) 54/180 (1 die, 25 R) (29% chance)
    --[X] Enhanced Harvest Tiberium Spikes 145/180 (1 die, 20 R) (100% chance) (-5 PS)
    --[X] Tiberium Vein Mines (Stage 11) 4/165 (2 dice, 40 R) (78% chance)
    --[X] Improved Tiberium Containment Facilities Construction (Phase 2) 11/90 (1 die, 20 R) (76% chance)
    --[X] Xenotech Tiberium Refinery Development 0/150 (2 dice, 70 R) (72% chance)
    --[X] Tiberium Inhibitor Deployment (BZ-1 N. Europe) 0/75 (1 die, 30 R) (80% chance) (+1 PS)
    -[X] Orbital (7/7 Dice + 1 Free dice + EREWHON!!!, +34 bonus, 180 R)
    --[X] GDSS Shala (Phase 5) 868/975 (2 dice, 40 R) (99% chance) (+20 PS)
    --[X] Species Restoration Bay 0/255 (2+E dice, 60 R) (43% chance)
    --[X] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
    --[X] High Density Housing Bay 0/295 (1 die, 20 R) (1/3 median)
    -[X] Services (4/4 Dice, +35 bonus, 190 R, -5 PS)
    --[X] Primitive Prototype Portal Construction 279/400 (1 die, 100 R) (40% chance)
    --[X] Autodoc Systems Deployment 0/280 (2 dice, 60 R) (2/3 median) (-5 PS)
    --[X] Biowarfare Countermeasures Development (Tech) 0/40 (1 die, 15 R) (100% chance)
    -[X] Military (7/7 Dice + AA Die, +31 bonus, 155 R)
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 (AA die, 20 R) (97% chance)
    --[X] Stealth Disruptor Deployment 0/160 (2 dice, 30 R) (67% chance)
    --[X] Military Particle Beam Development 0/100 (1 die, 20 R) (52% chance)
    --[X] Island-Class Assault Ship Deployment 70/135 (1 die, 25 R) (82% chance)
    --[X] Advanced Articulation Systems 0/60 (1 die, 15 R) (92% chance)
    --[X] Initiative Laser Systems Deployment 0/185 (1 die, 25 R) (1/3 median)
    --[X] Modular Rapid Assembly Prototype Factory 102/265 (1 die, 20 R) (1/2 median)
    -[X] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
    --[X] Administrative Assistance: Orca Wingman Drones
    --[X] Transfer Funding to InOps 1 die auto (-60 RpT)
    --[X] Predictive Modeling Management 1 die auto
    [X] Plan Confused Screaming v2.0
    -[X] Infrastructure 5 dice +27 85R
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    -[X] Heavy Industry 5 +6 free dice +34 195R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 7 dice 105R
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] Light and Chemical Industry 4 dice +29 110R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    -[x] Agriculture 6 dice +29 70R
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
    --[X] Organ Farming Programs (Tech) (New) (MS) 0/120 1 die 10R 30%
    -[X] Tiberium 7 dice +39 185R
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 1 die 30R
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    -[X] Orbital 7 dice + Erewhon +34 160R
    --[X] Spaceport Bay 0/295 3 dice 60R 42%
    --[X] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 86.74%
    --[X] Species Restoration Bay (Stage 1) 0/255 3 dice 60R 71%
    -[X] Services 4 dice +35 165R
    --[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
    --[X] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
    --[X] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
    -[X] Military 7 + 1 AA dice +31 120R
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
    --[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
    --[X] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 92%
    --[X] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
    -[X] Bureaucracy 4 dice +29
    --[X] Administrative Assistance 2 dice auto (Orcas)
    --[X] Make Political Promises 1 die auto
    ---[X] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
    ---[X] Militarists: Deploy two phases of GD-3 before 2066 Q1
    ---[X] Reclamation: Affirm commitment to Reforestation Campaign Preparations
    ---[X] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
    ---[X] Homeland: Complete 1 phase of Secure Yellow Zones before 2066 Q1
    ---[X] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
    ---[X] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
    --[X] Predictive Modeling Management 1 die auto
    [X] Plan Capital Goods and Fancy Tiberium
    -[X] Infrastructure (5/5 Dice, +27 bonus, 85R)
    --[X] Advanced Tunnel Borer Development (Tech) (0/80) 15R, 1D 68%,
    --[X] Offshore Tiberium Harvester Stations (Phase 4) (0/150) 40R, 2D 68%,
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
    -[X] Heavy Industry (5/5 Dice + 5 FD, +34 bonus, 220R)
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) (117/270), 20R 1D
    --[X] North Boston Chip Fabricator (Phase 5) (406/1805) 60R, 4D
    --[X] Aberdeen Isolinear Fabricator (Phase 1+2) (0/270) 90R, 3D 49%
    --[X] Second Generation Repulsorplate Factories (365/525) 50R, 2D 77%
    -[X] Light Industry (4/4 Dice, +24 bonus, 110R)
    --[X] Bergen Superconductor Foundry (Phase 4) (523/610) 90R, 3D 100%
    --[X] High Energy Capacitors Development (Tech) (0/60) 20R, 1D 90%
    -[X] Agriculture (6/6 Dice, +29 bonus, 40R)
    --[X] Reforestation Campaign Preparations (Phase 1+2) (737/1595) 20R, 4D
    --[X] Strategic Food Stockpile Construction (Phase 5) (78/170) 10R, 1D 53%
    --[X] Organ Farming Programs (Tech) (New) (MS) (0/120) 10R, 1D 100%
    -[X] Tiberium (7 Dice, +39 bonus, 190R)
    --[X] Enhanced Harvest Tiberium Spikes (Platform) (145/180) 20R, -5PS , 1D 100%
    --[X] Coordinated Abatement Programs (Phase 3) (93/175) 25R, 1D 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (0/180) 105R, 3D 100%
    --[X] Liquid Tiberium Refining Development (Tech) (New) (0/180) 2D 40R 72%
    -[X] Orbital (7/7 Dice + 1 FD +Erewhon, +34 bonus, 180R)
    --[X] Spaceport Bay (0/295) 80R, 4D 91%
    --[X] Species Restoration Bay (0/255) 60R, 3D 71%
    --[X] GDSS Shala (868/975) 40R, 2D + Erewhon 86.74%
    -[X] Services (4/4 Dice, +32 bonus, 170R)
    --[X] Primitive Prototype Portal Construction (Tech) (279/400) 100R, 1D 40%
    --[X] Cosmetic Biosculpting (184/345) 30R, 1D 5%
    --[X] Civil Sensory Augmentics Development (Tech) (0/120) 20R, 1D 36%
    --[X] Civil Prosthetics Development (Tech) (0/120) 20R, 1D 36%
    -[X] Military (7/7 Dice + 1 AAD, +31 bonus, 170 R)
    --[X] Orca Wingmen Drone Deployment (Phase 2) (186/215) 20R, 1AA, 97%
    --[X] Advanced Armor Composites (Tech) (New), (0/80), 15R, 1D 72%
    --[X] Governor-A Deployment (Refits) (0/350) 40R, 2D
    --[X] Island-Class Assault Ship Deployment (70/135) 25R, 1D 82%
    --[X] Modular Rapid Assembly Prototype Factory (102/265) 20R, 1D
    --[X] Particle Shield Development (Tech) (0/120), 50R, 2D, 95%
    -[X] Bureaucracy (4/4 Dice, +29 bonus)
    --[X] Predictive Modeling Management (-10 Capital Goods)
    --[X] Transfer Funding to InOps (-60R)
    --[X] Administrative Assistance (Military)
    [X] Plan Name Here
    -[X] 5/5 Infrastructure 85R
    --[X] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 2 dice 40R 68%
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    -[X] 8/5+3+1E Heavy Industry 165R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 4 dice +1 Erwhon dice 75R 4.5/16.5
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] 4/4 Light Industry 110R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 99%
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    -[X] 6/6 Agriculture 70R
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
    --[X] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
    -[X] 7/7 Tiberium 180R
    --[X] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 29%
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    -[X] 10/7+2 Orbital 180R
    --[X] Spaceport Bay (0/295) 4 dice 80R 91%
    --[X] GDSS Shala (Phase 5) 868/975 2 dice 99% 40R
    --[X] Species Restoration Bay 0/255 3 dice 60R 71%
    -[X] 4/4 Services 250R
    --[X] Civil Prosthetics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Cosmetic Biosculpting 194/345 1 die 30R 5%
    --[X] Primitive Prototype Portal Construction 279/400 2 dice 200R 99%
    -[X] 8/7+1 +1AA Military 160R
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Stealth Disruptor Deployment 0/160 2 dice 30R 67%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 96%
    --[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
    --[X] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Modular Rapid Assembly Prototype Factory 102/265 1 die 20R 1/2
    -[X] 4/4 Bureaucracy 0R
    --[X] Administrative Assistance (Orca Wingmen Drone)
    --[X] Predictive Modeling Management
    --[X] Trade Programs
    ---[X] Sell Consumer Goods: +5 Resources per Turn, -10 Consumer Goods
    [X] Plan Platforms Platforms Platforms!
    -[X] Infrastructure (5/5 Dice, +27 bonus, 95R)
    --[X] Advanced Tunnel Borer Development (Tech) (0/80) 15R, 1D
    --[X] Offshore Tiberium Harvester Stations (Phase 4) (0/150) 40R, 2D
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 40R, 2D
    -[X] Heavy Industry (5/5 Dice + 3 FD + Erewhon, +34 bonus, 170R)
    --[X] North Boston Chip Fabricator (Phase 5) (406/1805) 50R, 3D+E
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 3) (117/275) 40R, 2D, 77%
    --[X] Aberdeen Isolinear Fabricator (Phase 1) (0/90) 30R, 1D, 60%
    --[X] Second Generation Repulsorplate Factories (365/525) 50R, 2D, 72%
    -[X] Light Industry (4/4 Dice, +24 bonus, 110R)
    --[X] Bergen Superconductor Foundry (Phase 4) (523/610) 90R, 3D
    --[X] High Energy Capacitors Development (Tech) (0/60) 20R, 1D
    -[X] Agriculture (6/6 Dice, +29 bonus, 40R)
    --[X] Reforestation Campaign Preparations (Phase 1) (737/805) 20R, 4D
    --[X] Strategic Food Stockpile Construction (Phase 5) (78/170) 20R, 2D
    -[X] Tiberium (7/7 Dice, +39 bonus, 210R)
    --[X] Enhanced Harvest Tiberium Spikes (Platform) (145/180) 20R, -5PS , 1D 100%
    --[X] Coordinated Abatement Programs (Phase 3) (93/175) 25R, 1D 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (0/180) 70R, 2D, 73%
    --[X] Liquid Tiberium Refining Development (Tech) (New) (0/180) 40R, 2D, 72%
    --[X] Forgotten Experimentation (Tech) (0/260) 30R, 1D
    -[X] Orbital (7/7 dice + 2 FD, +34 bonus, 180R)
    --[X] Spaceport Bay (0/295) 80R, 2D
    --[X] Species Restoration Bay (0/255) 20R, 3D
    --[X] GDSS Shala (868/975) 40R, 2D
    --[X] Lunar Mining Projects (0/195) 40R, 2D, 40%
    -[X] Services (4/4 Dice, +32 bonus, 170R)
    --[X] Primitive Prototype Portal Construction (Tech) (279/400) 100R, 1D
    --[X] Cosmetic Biosculpting (184/345) 30R, 1D
    --[X] Civil Sensory Augmentics Development (Tech) (120) 20R, 1D
    --[X] Drone Control Hub Development (New) (Tech) (0/180) 20R, 1D
    -[X] Military (7/7 dice, 1 FD, 1 AA, +31 bonus, 185 R)
    --[X] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
    --[X] Advanced Armor Composites (0/80) 15R, 1D, 72%
    --[X] NovaHawk Development (High Priority), (0/40), 15R, 1D
    --[X] Next Generation Armored Support Vehicles (Platform), (0/80), 25R, 1D
    --[X] Orca Wingmen Drone Deployment (Phase 2) (186/215) 20R, 1AA
    --[X] Governor-A Deployment (Refits) (0/350) 40R, 2D
    --[X] Island-Class Assault Ship Deployment (70/135) 25R, 1D
    --[X] Modular Rapid Assembly Prototype Factory (102/265) 20R, 1D
    -[X] Bureaucracy (4/4 Dice, +29 bonus)
    --[X] Predictive Modeling Management (-10 Capital Goods)
    --[X] Make Political Promises
    --[X] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
    ---[X] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
    ---[X] Tiberium Department: Complete Xenotech Tiberium Refinery Development before 2065 Q1 (Waiting GM for approval)
    ---[X] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
    ---[X] Reclamation: Affirm commitment to Reforestation Campaign Preparations (Waiting GM for approval)
    --[X] Administrative Assistance (Military)
    [X] Plan The Fire Shall Not Touch Them
    -[X] Infrastructure 5 dice +27 85R
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    -[X] Heavy Industry 5 +6 free dice +34 195R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 7 dice 105R
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] Light and Chemical Industry 4 dice +29 110R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    -[x] Agriculture 6 dice +29 70R
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
    --[X] Organ Farming Programs (Tech) (New) (MS) 0/120 1 die 10R 30%
    -[X] Tiberium 7 dice +39 185R
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 1 die 30R
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    -[X] Orbital 7 dice + Erewhon +34 160R
    --[X] Spaceport Bay 0/295 3 dice 60R 42%
    --[X] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 86.74%
    --[X] Species Restoration Bay (Stage 1) 0/255 3 dice 60R 71%
    -[X] Services 4 dice +35 80R
    --[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
    --[X] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
    --[X] Biowarfare Countermeasures Development (Tech) (New) 1 die 15R 100%
    -[X] Military 7 + 1 AA dice +31 150R
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
    --[X] Advanced Armor Composites (Tech) (New) 0/80 2 die 30R 100%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
    --[X] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
    -[X] Bureaucracy 4 dice +29
    --[X] Administrative Assistance 2 dice auto (Orcas)
    --[X] Make Political Promises 1 die auto
    ---[X] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
    ---[X] Militarists: Deploy two phases of GD-3 before 2066 Q1
    ---[X] Reclamation: Affirm commitment to Reforestation Campaign Preparations
    ---[X] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
    ---[X] Homeland: Complete 1 phase of Secure Yellow Zones before 2066 Q1
    ---[X] Initiative First: Complete Biowarfare Countermeasures Development before 2066 Q1
    ---[X] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
    ---[X] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
    --[X] Predictive Modeling Management 1 die auto
    [X] Plan Oops, All Wedge Issues
    -[X] Infrastructure 5/5 Field Dice 65 resources
    --[X] Postwar Housing Refits (Phase 2) 33/150 2 dice 20 resources 89%
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30 resources 78%
    --[X] Advanced Tunnel Borer Development 0/80 1 die 15 resources 68%
    -[X] Heavy Industry 5/5 Field Dice 100 resources
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/275 1 die 20 resources 0%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 2 dice 30 resources 0%
    --[X] Second Generation Repulsorplate Factories 365/525 2 dice 50 resources 72%
    -[X] Light and Chemical Industry 4/4 Field Dice 80 resources
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 60 resources 99%
    --[X] High Energy Capacitors Development 0/60 1 die 20 resources 90%
    -[X] Agriculture 6/6 Field Dice 75 resources
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5 resources 77%
    --[X] Dairy Ranches (Phase 3) 98/180 1 die 20 resources 63%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30 resources 99% Phase 3, 2% Phase 4
    --[X] Tarberry Plantations (Phase 3) Progress 3/65 2 dice 20 resources 99% Phase 3, 91% Phase 4
    -[X] Tiberium 7/7 Field Dice 2/6 Free Dice 250 resources
    --[X] Xenotech Tiberium Refinery Development 0/180 2 dice 70 resources 72%
    --[X] Enhanced Harvest Tiberium Spikes (Platform) 145/180 1 die 20 resources 100%
    --[X] Coordinated Abatement Programs (Phase 3) 93/180 1 die 25 resources 73%
    --[X] Red Zone Containment Lines (Stage 6) 54/180 1 die 2 free dice 75 resources 100% Stage 6, 41% Stage 7
    --[X] Tiberium Inhibitor Deployment
    ---[X] Blue Zone 5 0/75 1 die 30 resources 80%
    ---[X] Blue Zone 8 0/75 1 die 30 resources 80%
    -[X] Orbital 7/7 Field Dice 140 resources
    --[X] GDSS Shala (Phase 5) 868/975 2 dice 40 resources 99%
    --[X] GDSS Shala Bays (2 available)
    ---[X] Species Restoration Bay (Stage 1) 5 dice 100 resources 100% Stage 1, 24% Stage 2
    -[X] Services 4/4 Field Dice 2/6 Free Dice 1/1 Admin Dice 1/1 Erewhon Dice 295 resources
    --[X] Primitive Prototype Portal Construction 279/400 1 die 100 resources 40%
    --[X] Cosmetic Biosculpting 184/345 1 die + 1 free die + 1 admin die 90 resources 88%
    --[X] Regional Hospital Expansions (Phase 2) 85/270 1 die + 1 free die + 1 Erewhon die 75 resources 76%
    --[X] Stasis Box Development 0/120 1 die 30 resources 36%
    -[X] Military 7/7 Field Dice 2/6 Free Dice 185 resources
    --[X] Department of Refits 1 die 30 resources/turn automatic
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20 resources 100%
    --[X] Modular Rapid Assembly Prototype Factory 102/265 1 die 20 resources 0%
    --[X] Island Class Assault Ship Deployment 70/135 1 die 25 resources 82%
    --[X] Stealth Disruptor Deployment 0/160: 1 die 15 resources 0%
    --[X] Advanced Articulation Systems 0/60 1 die 15 resources 92%
    --[X] Ground Forces Zone Armor (Set 2) (Phase 1) (High Priority) 16/285 2 dice + 1 free die 60 resources 32%
    -[X] Bureaucracy 4/4 Field Dice 0 resources
    --[X] Predictive Modeling Management 1 die
    --[X] Administrative Assistance 2 dice
    --[X] Make Political Promises 1 die
    ---[X] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
    ---[X] Market Socialists: Release remaining capital goods promised to the civilian economy before 2065 Q1
    ---[X] Reclamation: Affirm commitment to Reforestation Campaign Preparations
    ---[X] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
    ---[X] Free Market Party: Authorize at least one purchasing contract before 2066 Q1.
    ---[X] Initiative First: Complete Biowarfare Countermeasures Development before 2066 Q1
    ---[X] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
    ---[X] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
    -[X]Free Dice 6/6
    --[X] 2 in Military
    --[X] 2 in Services
    --[X] 2 in Tiberium
    -[X] Resources 1190/1365
    [X] Plan Confused Screaming, space edition
    -[X] Infrastructure 5 dice +27 85R
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    -[X] Heavy Industry 5 +2 free dice +34 135R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] Light and Chemical Industry 4 dice +29 110R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 100%
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    -[x] Agriculture 6 dice +29 70R
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
    --[X] Spider Cotton Plantations (Phase 2) 60/160 1 die 20R 50%
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
    --[X] Organ Farming Programs (Tech) (New) (MS) 0/120 1 die 10R 30%
    -[X] Tiberium 7 dice +39 185R
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 1 die 30R
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    -[X] Orbital 7 dice + 4 free dice + Erewhon +34 240R
    --[X] Assembler Bay 0/255 2 dice 40R 8%
    --[X] Spaceport Bay 0/295 3 dice 60R 42%
    --[X] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 86.74%
    --[X] Species Restoration Bay (Stage 1+2) 0/510 5 dice 100R 24%
    -[X] Services 4 dice +35 165R
    --[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
    --[X] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
    --[X] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Phage Engineering Development (Tech) (New) 0/40 1 die 15R 100%
    -[X] Military 7 + AA dice +31 120R
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
    --[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
    --[X] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 92%
    --[X] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
    -[X] Bureaucracy 4 dice +29
    --[X] Administrative Assistance 2 dice auto (Orcas)
    --[X] Make Political Promises 1 die auto
    ---[X] Developmentalists: Complete Xenotech Refining Development and have at least 500 processing capacity using the resulting method before 2066 Q1. Complete Liquid Tiberium Fabrication Development before 2066 Q1.
    ---[X] Militarists: Deploy two phases of GD-3 before 2066 Q1
    ---[X] Reclamation: Affirm commitment to Reforestation Campaign Preparations
    ---[X] Socialists: Complete 2 of: Cosmetic Biosculpting, Civil Sensory Augmentics Development, Civil Prosthetics Development, Phage Engineering Development, before 2066 Q1
    ---[X] Homeland: Complete 1 phase of Secure Yellow Zones before 2066 Q1
    ---[X] United Yellow List: Complete at least two of: Civil Sensory Augmentics Development, Civil Prosthetics Development, and Fast-Twitch Myomers Development before 2066 Q1
    ---[X] Open Hand: Do not complete Inferno Gel Development (-1 SCIENCE Meter, -5 PS)
    --[X] Predictive Modeling Management 1 die auto
    [X] Plan Karachi Groundwork
    -[X] Infrastructure 5/5 Dice +27 bonus 65 R
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
    --[X] Emergency Caloric Reclamation Processor Installations (Phase 2) 31/70: 1 Die 10 R (100% Chance)
    --[X] Post War Housing Refits (Phase 2) 33/150: 1 Die 10 R (26% Chance)
    --[X] Advanced Tunnel Borer Development 0/80: 1 Die 15 R (68% Chance)
    -[X] Heavy Industry 5/5 + 1 Free Dice +34 bonus 120 R
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270: 2 Dice 40 R (77% Chance)
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805: 2 Dice 30 R (2/16 Median)
    --[X] Second Generation Repulsorplate Factories 365/525 (2 dice, 50 R) (72% chance)
    -[X] Light and Chemical Industry 4/4 Dice +29 bonus 110 R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610: 3 Dice 90 R (99% Chance, 3/16 Median Phase 5)
    --[X] High Energy Capacitors Development (Tech): 0/60 1 Die 20 R (90% Chance)
    -[X] Agriculture (6/6 dice, +29 bonus, 60 R)
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805: 2 Dice 10 R (100% Chance, 2/11 Median Phase 2)
    --[X] Tarberry Plantations (Phase 3) 3/65: 1 Die 10 R (88% Chance, 23% Chance Phase 4)
    --[X] Strategic Food Stockpile Construction (Phase 5) 78/170: 1 Die 10 R (53% Chance)
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (54% chance)
    -[X] Tiberium 7/7 + 3 Free Dice +39 bonus 255 R
    --[X] Tiberium Vein Mines (Stage 11) 4/165 (2 dice, 40 R) (78% chance)
    --[X] Enhanced Harvest Tiberium Spikes 145/180: 1 Die 20 R (100% Chance)
    --[X] Forgotten Experimentation 0/260: 2 Dice 60 R (10% Chance)
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 (1 die, 25 R) (73% chance)
    --[X] Xenotech Tiberium Refinery Development (Tech): 0/180 2 Dice 70 R (72% Chance)
    --[X] Liquid Tiberium Refining Development (Tech): 0/180 2 Dice 40 R (72% Chance)
    -[X] Orbital 7/7 + 2 Free + Erewhon Dice +34 bonus 200 R
    --[X] High Density Housing 0/295: 3 Dice 60 R (42% Chance)
    --[X] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)
    --[X] GDSS Shala (Phase 5) 868/975: 2 Dice 40 R (99% Chance)
    --[X] Species Restoration Bay (Stage 1) 0/255: 1 Die + Erewhon 40 R (1/66/3 Median)
    -[X] Service 4/4 Dice +35 bonus 190 R
    --[X] Cosmetic Biosculpting (Tech) 194/345: 1 die 30 R (5% Chance)
    --[X] Autodoc Systems Deployment 0/280: 2 Dice 60 R (2/3 Median)
    --[X] Primitive Prototype Portal Construction 279/400 (1 die, 100 R) (40% chance)
    -[X] Military 7/7 Dice + AA +31 185 R
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Initiative Laser Systems Deployment (Phase 1) 0/185: 2 Dice 60 R (44% Chance)
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215: 1 AA Die 20 R (97% Chance)
    --[X] Stealth Disruptor Deployment 0/160 (2 dice, 30 R) (67% chance)
    --[X] Island-Class Assault Ship Deployment 70/135 (1 die, 25 R) (82% chance)
    --[X] Modular Rapid Assembly Prototype Factory 102/265 (1 die, 20 R) (1/2 median)
    -[X] Bureaucracy 4/4 +29 60 R
    --[X] Administrative Assistance (Orca Wingmen): 2 Dice Auto
    --[X] Transfer Funding to InOps 1 die auto (-60 RpT)
    --[X] Predictive Modeling Management 1 die auto
    [X] Plan Chippin' In and Making Sure
    [X] Plan Scattershot Space and Glacier Mining
    -[X] Infrastructure (5/5 Dice, +27 bonus, 95R)
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    --[X] Offshore Tiberium Harvester Stations (Phase 4) (New) 0/150 2 dice 40R 68%
    -[X] Heavy Industry (5/5 Dice + 2 FD, +34 bonus, 135R)
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 3 dice 45R
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    -[X] Light Industry (4/4 Dice, +24 bonus, 110R)
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 3 dice 90R 99%
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    -[X] Agriculture (6/6 Dice, +29 bonus, 55R)
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 1 die 5R 77%
    --[X] Tarberry Plantations (Phase 3+4) 3/130 2 dice 20R 91%
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
    -[X] Tiberium (7 Dice, +39 bonus, 190R)
    --[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 54%
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    -[X] Orbital (7/7 dice + 3 FD + Erewhon, +34 bonus, 220R)
    --[X] SCOP Bay 0/295 2 dice 40R
    --[X] High Density Housing 0/295 2 dice 40R
    --[X] Assembler Bay 0/255 2 dice 40R 8%
    --[X] Spaceport Bay 0/295 2 dice 40R
    --[X] GDSS Shala (Phase 5) 868/975 1 die+Erewhon 40R 86%
    --[X] Experimental Crops Bay 0/255 1 die 20R
    -[X] Services (4/4 Dice, +32 bonus, 170R)
    --[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
    --[X] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
    --[X] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 65%
    -[X] Military (7/7 dice + 1FD + AA, +31 bonus, 160 R)
    --[X] Department of Refits -1 Mil die -30 RpT auto
    --[X] Tib Core Missile Seeker Analysis (Tech) (New) 0/60 1 die 5R 92%
    --[X] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
    --[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 97%
    --[X] Thunderbolt II Missile Development (Platform) (New) 0/60 1 die 15R 92%
    --[X] Governor-A Deployment (Refits) 0/350 1 die 20R
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Modular Rapid Assembly Prototype Factory 102/265 1 dice 20R
    -[X] Bureaucracy (4 Dice, +29 bonus 75R)
    --[X] Administrative Assistance 2 dice auto
    --[X] Transfer Funding to InOps
    --[X] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)
    [X]Plan attempting to Grill the Burrito's
    -[X]Infrastructure 5 dice 85R
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    -[X]Heavy industry 5 dice 110R
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 3 dice 60R 99%
    -[X]Light and Chemical Industry 4 dice 110R
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    --[X] Bergen Superconductor Foundry (Phase 4+5) 523/1750 3 Dice 90R (phase 4 completes)
    -[X]Agriculture 6 dice +6 Free dice +Erewhon 160R
    --[X] Reforestation Campaign Preparations (Phase 1+2) 737/1595 3 Dice 15R (phase 1 completes)
    --[X] Blue Zone Aquaponics Bays (Phase 6+7) 18/250 3 dice 30R 66%
    --[X] Vertical Farming Projects (Stage 5) 78/215 2 dice 30R 80%
    --[X] Dairy Ranches (Phase 3) 98/180 2 dice 40R 100%
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice +Erewhon 45R 54%
    -[X]Tiberium 7 dice 175R
    --[X] Red Zone Containment Lines (Stage 6+7+8) 54/520 5 dice 125R 48%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 2 dice 50R 100%
    -[X]Orbital 7 dice 140R
    --[X] GDSS Shala (Phase 5) 868/975 2 dice 40R 99%
    --[X] Spaceport Bay 0/295 3 dice 60R 42%
    --[X] Animal Husbandry Bay 0/255 2 dice 40R 8%
    -[X]Services 4 dice 100R
    --[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%
    --[X] Cosmetic Biosculpting (Tech) 194/345 1 die 30R 5%
    --[X] Civil Prosthetics Development (Tech) (New) 0/120 1 die 20R 36%
    -[X]Military 7 dice 140R
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20R 100%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Particle Shield Development (Tech) (New) 0/120 2 dice 50R 95%
    --[X] Modular Rapid Assembly Prototype Factory (102/265) 1 die 20R
    --[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
    --[X] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%
    -[X]Burrito 4 Dice 80R
    --[X] Purchase Logistics: -5 resources per turn, +1 Logistics (Max 2)
    --[X] Purchase Capital Goods: -15 resources per turn, +1 Capital Goods (Max 1)
    --[X] Transfer Funding to InOps 1 die auto -60 resources per turn
    --[X] Hand Off 10 Capital Goods to Market 1 die auto
    [X]Plan attempting to invent new things
    -[X]Infrastructure 5 dice 85R
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 2 dice 30R 78%
    --[X] Advanced Tunnel Borer Development (New) 0/80 1 die 15R 68%
    --[X] Yellow Zone Fortress Towns (Phase 7) (93/250) 2 dice 40R 63%
    -[X]Heavy Industry 5 dice +1 Free dice 140R
    --[X] Second Generation Repulsorplate Factories (365/525) 2 dice 50R 72%
    --[X] Microfusion Cell Laboratories 0/150 2 dice 50R 85%
    --[X] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
    -[X]Light and Chemical Industry 4 dice 95R
    --[X] High Energy Capacitors Development (Tech) (New) 0/60 1 die 20R 90%
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 2 dice 60R 99%
    --[X] Adaptive Cloth Factories (New) 0/300 1 Dice 15R
    -[X]Agriculture 6 dice 80R
    --[X] Organ Farming Programs (Tech) (New) (MS) 0/120 2 die 40R 72%
    --[X] Vertical Farming Projects (Stage 5) 78/215 2 dice 30R 80%
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 2 dice 10R 100%
    -[X]Tiberium 7 dice +2 Free dice 245R
    --[X] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
    --[X] Xenotech Tiberium Refinery Development (Tech) (New) 0/180 2 dice 70R 72%
    --[X] Liquid Tiberium Refining Development (Tech) (New) 0/180 2 dice 40R 72%
    --[X] Forgotten Experimentation 0/260 3 dice 90R 77%
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%
    -[X]Orbital 7 dice 140R
    --[X] GDSS Shala (Phase 5) 868/975 2 dice 40R 99%
    --[X] Spaceport Bay 0/295 3 dice 60R 42%
    --[X] Lunar Mining Projects 0/195 2 dice 40R 40%
    -[X]Services 4 dice +3 Free dice + Erewhon 245R
    --[X] Primitive Prototype Portal Construction (Tech) 279/400 1 die 100R 40%
    --[X] Biowarfare Countermeasures Development (Tech) (New) 0/40 1 die 15R 100%
    --[X] Projected Hardlight Development (Tech) (New) 0/60 1 die 15R 96%
    --[X] Civil Sensory Augmentics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Civil Prosthetics Development (Tech) (New) 0/120 1 die 20R 36%
    --[X] Regional Hospital Expansions (Phase 2) 85/270 2 dice + Erewhon 75R 51%
    -[X]Military 7 dice 115R
    --[X] Inferno Gel Development (Tech) 0/40 1 die 10R 100%
    --[X] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
    --[X] Advanced Armor Composites (Tech) (New) 0/80 1 die 15R 72%
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 die 20R 100%
    --[X] Island-Class Assault Ship Deployment 70/135 1 die 25R 82%
    --[X] Particle Shield Development (Tech) (New) 0/120 1 die 25R 32%
    --[X] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%
    -[X]Bureaucracy 4 dice 85R
    --[X] Transfer Funding to InOps 1 Dice 60R
    --[X] Hand Off 10Capital Goods to Market
    --[X] Trade Programs Sell consumer goods
    --[X] Purchasing Contracts 1 Dice
    ---[X] Purchase Logistics X2: -10 resources per turn
    ---[X] Purchase Capital Goods: -15 resources per turn
    [X] Plan Meta but wider spread
    -[X] Infrastructure (5/5 Dice, +27 bonus, 85R)
    --[X] Yellow Zone Fortress Towns (Phase 7) 93/250 (2 dice, 40R)
    --[X] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30R)
    --[X] Advanced Tunnel Borer Development 0/80 (1 die, 15R)
    -[X] Heavy Industry (5/5 dice, +2 Free Dice, +34 bonus, 135R)
    --[X] Second Continuous Cycle Fusion Plants (Phase 4) 117/270 (2 dice, 40R)
    --[X] North Boston Chip Fabricator (Phase 5) 406/1805 (2 dice +1 Free die, 45R)
    --[X] Second Generation Repulsorplate Factories 365/525 (1 die +1 Free die 50R)
    -[X] Light and Chemical Industry 4/4 Dice +29 bonus 110 R
    --[X] Bergen Superconductor Foundry (Phase 4) 523/610 (3 dice, 90R)
    --[X] High Energy Capacitators Development 0/60 (1 dice, 20R)
    -[X] Agriculture (6/6 dice, +29 bonus, 65R)
    --[X] Reforestation Campaign Preparations (Phase 1) 737/805 (1 die, 5R)
    --[X] Spider Cotton Plantations (Phase 3) 60/160 (1 die, 15R)
    --[X] Tarberry Plantations (Phase 3) (1 die, 10R)
    --[X] Strategic Food Stockpile (Phase 5) (1 die, 10R)
    --[X] Organ Farming Programs 0/120 (1 die, 10R)
    --[X] Laboratory Meat Deployment (Phase 1) 0/170 (1 die, 15R)
    -[X] Tiberium (7/7 dice + AA, +39 bonus, 210R)
    --[X] Red Zone Containment Lines (Stage 6) 54/180 (1 die, 25R)
    --[X] Improved Tiberium Containment Facilities (Stage 2) 11/90 (1 die, 20R)
    --[X] Enhanced Harvest Tiberium Spikes 145/180 (AA die, 20R)
    --[X] Secure Yellow Zones (Stage 1) 0/300 (2 dice, 50R)
    --[X] Coordinated Abatement Programs (Phase 3) 93/175 (1 die, 25R)
    --[X] Xenotech Tiberium Refinement Development 0/180 (2 dice, 70R)
    -[X] Orbital (7/7 dice +EREWHON!, +34 bonus, 160R)
    --[X] GDSS Columbia Bay (High Density Housing) 0/295 (2 dice, 40R)
    --[X] GDSS Shala (Phase 5) 868/975 (2 dice, 40R)
    --[X] GDSS Shala Bay (Species Restoration Bay) 0/255 (1 die +EREWHON!, 40R)
    --[X] Lunar Mining Projects 0/185 (2 dice, 40R)
    -[X] Services (4/4 dice, +3 Free Dice, +35 bonus, 225R)
    --[X] Cosmetic Biosculpting 184/345 (1 die, 30R)
    --[X] Primitive Prototype Portal Construction 279/400 (1 Free die, 100R)
    --[X] Civil Sensory Augmentics Development 0/120 (1 die, 20R)
    --[X] Civil Prosthetics Development 0/120 (1 Free die, 20R)
    --[X] Biowarfare Countermeasures Development 0/40 (1 die, 15R)
    --[X] Drone Control Hub Development 0/180 (1 die +1 Free die, 40R)
    -[X] Military (7/7 dice, +2 Free dice, +31 bonus, 170R, -30R)
    --[X] Department of Refits (1 die, -30R)
    --[X] Advanced Articulation Systems 0/60 (1 die, 15R)
    --[X] Orca Wingmen Drone Deployment (Phase 2) 196/215 (1 die, 20R)
    --[X] NovaHawk Development 0/40 (1 die, 15R)
    --[X] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 (1 die +1 Free die, 40R)
    --[X] Island Class Assault Ships 70/135 (1 die, 25R)
    --[X] Modular Rapid Assembly Prototype Factory (102/265) 1 die 20R
    --[X] Particle Shield Development 0/120 (1 Free die, 25R)
    -[X] Bureaucracy (4/4 Dice, +29 bonus)
    --[X] Administrative Assistance (2 dice) (Tiberium)
    --[X] Transfer Funding to InOps (1 die, -60R)
    --[X] Predictive Modeling Management 1 die
 
Let's see what the dice give unto our hopeful crowd. And I hope the lack of personal human blood sacrifice doesn't hurt the outcome.
Vehrec threw 3 50-faced dice. Reason: Advanced Tunnel Borer Dev Total: 68
40 40 8 8 20 20
Vehrec threw 4 50-faced dice. Reason: Offshore Tiberium Harvest St. Total: 130
23 23 34 34 28 28 45 45
Vehrec threw 4 50-faced dice. Reason: Yellow Zone Fortress Towns Total: 123
8 8 44 44 34 34 37 37
Vehrec threw 8 50-faced dice. Reason: North Boston Chip Fabricator Total: 208
16 16 20 20 28 28 44 44 38 38 17 17 3 3 42 42
Vehrec threw 4 50-faced dice. Reason: Second Generation Fusion Total: 114
41 41 8 8 15 15 50 50
Vehrec threw 4 50-faced dice. Reason: Second Gen Repulsorplates Total: 110
2 2 47 47 12 12 49 49
Vehrec threw 6 50-faced dice. Reason: Bergen Superconductor Foundry Total: 144
47 47 4 4 41 41 4 4 31 31 17 17
Vehrec threw 2 50-faced dice. Reason: High Energy Capacitors Dev Total: 43
8 8 35 35
Vehrec threw 8 50-faced dice. Reason: Reforestation Campaign Total: 232
28 28 30 30 42 42 24 24 15 15 21 21 47 47 25 25
Vehrec threw 2 50-faced dice. Reason: Strategic Food Stockpile Total: 42
13 13 29 29
Vehrec threw 2 50-faced dice. Reason: Organ Farming Programs Total: 47
21 21 26 26
Vehrec threw 2 50-faced dice. Reason: EnhancedTiberium Spike Total: 25
15 15 10 10
Vehrec threw 2 50-faced dice. Reason: Coordinated Abatement Programs Total: 55
38 38 17 17
Vehrec threw 6 50-faced dice. Reason: Xenotech Tiberium Refinery Dev Total: 112
17 17 14 14 10 10 40 40 6 6 25 25
Vehrec threw 4 50-faced dice. Reason: Liquid Tiberium Refining Dev Total: 104
16 16 25 25 23 23 40 40
Vehrec threw 8 50-faced dice. Reason: Spaceport Bay Total: 226
16 16 42 42 19 19 16 16 19 19 49 49 48 48 17 17
Vehrec threw 8 50-faced dice. Reason: Species Restoration Bay Total: 89
8 8 6 6 25 25 7 7 1 1 1 1 1 1 40 40
Vehrec threw 4 50-faced dice. Reason: GDSS Shala Total: 91
41 41 30 30 14 14 6 6
Vehrec threw 2 50-faced dice. Reason: Primitive Prototype Portal Total: 76
43 43 33 33
Vehrec threw 2 50-faced dice. Reason: Cosmetic Biosculpting Total: 74
33 33 41 41
Vehrec threw 2 50-faced dice. Reason: Civil Sensory Augmentics Dev Total: 27
25 25 2 2
Vehrec threw 2 50-faced dice. Reason: Civil Prosthetics Development Total: 39
6 6 33 33
Vehrec threw 2 50-faced dice. Reason: Binary Propellant Exploration Total: 74
28 28 46 46
Vehrec threw 2 50-faced dice. Reason: Advanced Armor Composites Total: 38
11 11 27 27
Vehrec threw 2 50-faced dice. Reason: Orca Wingmen Drone Deployment Total: 11
4 4 7 7
Vehrec threw 4 50-faced dice. Reason: Particle Shield Development Total: 89
17 17 24 24 3 3 45 45
Vehrec threw 2 50-faced dice. Reason: Governor-A Deployment Total: 5
3 3 2 2
Vehrec threw 2 50-faced dice. Reason: Island-Class Assault Ship Total: 26
14 14 12 12
Vehrec threw 2 50-faced dice. Reason: Modular Rapid Assembly Factory Total: 35
22 22 13 13
 
Math Post Q1 2064, with Economy and Plan Updates
Results:

Advanced Tunnel Borer Development: 0 + 1 * (27 + 5) + 48? = 80/80 Three Dice Rolled only counted first 2
Offshore Tiberium Harvester Stations (Phase 4): 0 + 2 * 27 + 130 = 184/150, 34/150 Phase 5
Yellow Zone Fortress Towns (Phase 7): 93 + 2 * 27 + 123 = 270/250, 20/250? Phase 8
North Boston Chip Fabricator (Phase 5): 406 + 4 * 34 + 208 = 750/1805

Second Generation Continuous Cycle Fusion Plants (Phase 4): 117 + 2 * 34 + 114 = 299/270, 29/270 Phase 5
Second Generation Repulsorplate Factories: 365 + 2 * 34 + 110 = 543/525
Bergen Superconductor Foundry (Phase 4): 523 + 3 * 24 + 144 = 739/610,
129/1140 Phase 5
High Energy Capacitors Development: 0 + 1 * (24 + 5) + 43 = 72/60
Reforestation Campaign Preparations (Phase 1): 737 + 4 * 29 + 232 = 1085/805,
280/790 Phase 2
Strategic Food Stockpile Construction (Phase 5): 78 + 1 * 29 + 42 = 149/170
Organ Farming Programs: 0 + 1 * (29 + 5) + 47 = 81/120

Enhanced Harvest Tiberium Spikes: 145 + 1 * (39 + 5) + 25 = 214/180
Coordinated Abatement Programs (Phase 3): 93 + 1 * 39 + 55 = 187/175
Xenotech Tiberium Refinery Development: 0 + 3 * (39 + 5) + 112 = 244/180
Liquid Tiberium Refining Development 0 + 2 * (39 + 5) + 104 = 192/180
Spaceport Bay: 0 + 4 * (34 + 5) + 226 = 382/295

Species Restoration Bay (Stage 1): 0 + 3 * (34 + 5) + 89 = 206/255 NAT 1
GDSS Shala: 868 + 2 * (34 + 5) + 91 = 1037/975
Primitive Prototype Portal Construction: 279 + 1 * (35 + 5 + 5) + 76 = 400/400 Completes With Omake
Cosmetic Biosculpting: 184 + 1 * 35 + 74 = 293/345
Civil Sensory Augmentics Development: 0 + 1 * (35 + 5) + 27 = 67/120
Civil Prosthetics Development: 0 + 1 * (35 + 5) + 39 = 79/120

Department of Refits: Auto
Anti-radiation Munitions Deployment: 200 + 50 (Munitions) = 250/265
Electronic Countermeasures Improvements: 0 + 30 (Refits) = 30/500
Ferro Aluminum Armor Refits: 139 + 30 (Refits) = 169/295

Binary Propellant Exploration: 0 + 1 * (31 + 5) + 74 = 110/60
Advanced Armor Composites: 0 + 1 * (31 + 5) + 38 = 74/80 Completes With Omake
Orca Wingmen Drone Deployment (Phase 2): 196 + 11 = 207/215 Completes With Omake

Ultralight Glide Munitions Deployment (Phase 2): 35 + 50 (Munitions) = 85/150
Railgun Munitions Factories (Phase 3): 150 + 50 (Munitions) = 200/160
Particle Shield Development: 0 + 2 * (31 + 5) + 89 = 161/120

Governor-A Deployment (Refits) 0 + 30 (Refits) + 1 * 31 + 5 = 66/350
Island-Class Assault Ship Deployment: 70 + 1 * 31 + 26 = 127/135 Completes With Omake
Modular Rapid Assembly Prototype Factory: 102 + 1 * 31 + 35 = 168/265
Predictive Modeling Management: Auto
Transfer Funding to InOps: Auto
Administrative Assistance (Military): Auto


Economic Indicators:
LQ Housing: 81 + 4 (YZ Fortresses) = 85
HQ Housing: 0 + 1 (BoA) = 1
Energy: 48 - 8 (CCF Off-lining) + 5 (DAE) + 19 (2CCF) - 6 (2nd Gen Repulsor) + 8 (Bergen) - 3 (Orca Wingmen) - 1 (Railgun Munitions) = 62
Energy Reserve: 6
Logistics: 32 + 8 (2nd Gen Repulsor) - 2 (Bergen) = 38
Food: 42 + 8 (Shala) = 50
Backed Food Reserve: 24 = 24
Unbacked Food Reserve: 5
Health: 24
Capital Goods: 21 + 2 (DIA) + 8 (2nd Gen Repulsor) + 4 (Bergen) - 1 (Orca Wingmen) - 1 (Islands) -10 (PMM) = 23
Capital Goods Reserve: 325 + 23 =3 48
Consumer Goods: 260 + 13 (Net Growth) + 4 (Shala) = 277
Labor: 27 - 1 (Net Growth) - 1 (2CCF) - 2 (2nd Gen Repulsor) - 1 (Orca Wingmen) - 1 (Railgun Munitions) - 2 (Islands) = 19
Tiberium‌ ‌Processing‌ ‌Capacity‌: ‌2790 + 20 (Offshore Tib) = 2810/3800)‌ ‌(1460 HG, 1350 IHG) (HG: 1 per 95, IHG: 1 per 85 -> 1350/85 + 1460/95 = 31.25 (No STU Increase))
Tiberium Reserve: 0/500
STUs: 7 - 4 = 3
Taxation Per Turn: 160 + 20 (Private Industry)
Space Mining Per Turn: 100
Maintenance Reductions: 50
Income: 1300 + 20 (Private Industry) + 20 (Offshore Tib) - 30 (Refit Department) - 60 (InOps) = 1250 RpT
Income Reserve: 1300 + 65 - 1205 = 160 R
Next Turn Budget: 1250 + 160 = 1410 R
Political Support: 99 + 5 (Bergen) - 5 (Tib Spikes) + 20 (Shala) = 119
YZ Mitigation: 104
RZ Mitigation: 89 + 3 (Coordinated Abatement) = 92

Plan Goals
Provide 20 13 Consumer Goods points from the Treasury In Progress
Provide 1 Consumer Goods from Agriculture Completed
Increase Income by 430 390 In Progress
Increase Tiberium Processing limit by 470
Increase population in space by 14.85k 14.45k In Progress
Provide 17 14 Points of Red Zone Abatement In Progress
Spend at least one die on Steel Talons projects every turn Complied With

Projects
Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065 Completed
Complete North Boston Phase 5 In Progress
Deploy Governor-A refit In Progress
Complete at least 4 Ground Forces Zone Armor factories
Complete 2 1 phases of Reforestation Campaign Preparation In Progress (Phase 1 Completed)
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Coordinated Abatement by end of 2065 Completed
Complete Post War Housing Refits

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Complied With
Spend no more than two free dice per turn on Military. Complied With
Activate Refit Department Completed
Hand off at least 10 more points of Capital Goods to market over the course of the plan.
 
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The blurb for one of the foundry updates explicitly says that these materials are great for building, but are lacking in ways that make them unsuitable vehicle construction.
It says that there are engineering challenges that make specifically one-for-one replacements nonviable, but like...we're already using them now in the Governor-As:
Copper and silver are stripped out in exchange for superconductors, sections of steel and composite for U-series alloys, ablative sections added across the ship to counter Brotherhood laser systems.
Furthermore, that exact blurb that you quoted says that the existing alloys *can* be used in vehicles given "significant redesign work"; there's no reason to believe that newly designed vehicles couldn't simply integrate them from the start.
 
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Well I still think invested in Yellow Zone fortresses was weird but it was my only real gripe with this plan.

Feels weird doing a turn with such low pressure placed on Tiberium though. I hope that Zocom can use this quiet time to get a handle on things
 
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