Oh man, I'm really starting to be torn on everything there is to plan now. Do we keep throwing in on Rail despite knowing that it's just flat out not as good as other logistics options long-term, because it slightly helps with the war effort? Do we really try to keep Naval strong despite there being so little use for that as soon as we hit the 'space stage'?

And then all the new options, and all the resources we need going forward! Ahhhhhh!

We're in the middle of a war.

In peacetime, it can be good to prioritize long-term projects. Right now, we need to focus on the tasks before us, rather than planning for a distant future.

We need to secure our logistics. The Navy has explicitly told us that they need more hulls to secure a worldwide shipping effort. The last post states, "With the Navy still distinctly short on modern hulls, and with only a relative few currently under construction, it is likely to be the element that drags GDI's offensives to a halt." We need ships.

I think it's less of a priority, but we also need wingman drones. In the Battle of Murmansk, we lost more fighters than Krukov. We want to reclaim air superiority and eventually even air supremacy. Avoiding losses among trained pilots is a significant goal, and wingman drones will help us with that.

I believe that the railroads are specifically valuable for moving people and material to and from Yellow Zone Fortress Towns. One wave of refugees is on the way, and we can expect more to follow. The railroads are a simple, practical option that lets us bring people to safety in the Green/Blue Zones while maintaining the flow of supplies to the front.

Given another year, shuttles could be an amazing option. Given another five or ten years, we might hit a "space stage" where we don't require bluewater ships. None of that matters right now, because we don't have another year, much less five or ten.

If we build frigates and start on escort carriers, we can strengthen the logistics network that makes it possible for us to continue Steel Vanguard. That's the priority. If we can't manage Karachi without endangering our logistics, then we don't do Karachi. We're fighting in Russia and Europe and the Americas; opening another front in India is strictly optional.

Are there dangers to this approach? Yes, there absolutely are. Under better circumstances, I would absolutely support opening a front in India. I would prefer to find out about their latest surprises at a time and place of our choosing, rather than letting them decide when to unleash their new weapons. Leaving India alone gives the Indian warlord or warlords a chance to operate unimpeded, and that isn't a good thing.

We don't have the naval units to go to Karachi and adequately protect our Logistics. So we shouldn't go to Karachi. If this changes, if we have reason to believe that we can manage Karachi without weakening our escorts, then I'm open to the Sprint. Unless that happens, we should be prepared to abandon the Sprint and take the political heat rather than risk our larger objectives.
 
We don't have the naval units to go to Karachi and adequately protect our Logistics. So we shouldn't go to Karachi. If this changes, if we have reason to believe that we can manage Karachi without weakening our escorts, then I'm open to the Sprint. Unless that happens, we should be prepared to abandon the Sprint and take the political heat rather than risk our larger objectives.
Karachi 2061 quite literally means all hands on deck: finish every Shark yard ASAP and do carrier conversions this or next turn. I'm unsure if it's worth it, or practical at all.
 
[] Plan Shipyards, Air Force and Tech
-[] Infra 7/6+1 130R +34
--[] Yellow Zone Fortress Towns (Phase 4) 232/250 4 die 80R 100% (72% for phase 5)
--[] Rail Network Construction Campaigns (Phase 3) (Upated) 159/300 2 dice 30R 84%
--[] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
-[] HI 6/5+1 free 140R +29
--[] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 3 dice 60R 100%
--[] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 2 dice 40R 0%
--[] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[] LCI 4/5 90R +24
--[] Reykjavik Myomer Macrospinner (Phase 4) 378/640 3 dice 60R 74%
--[] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
-[] Agri 3/4 40R +24
--[] Blue Zone Aquaponics Bays (Phase 2) 3/140 2 dice 20R 74%
--[] Freeze Dried Food Plants 73/200 1 die 20R 13%
-[] Tiberium 7/7 140R +39
--[] Yellow Zone Tiberium Harvesting (Phase 7) 181/300 4 dice 80R 99% 23% for phase 8
--[] Intensification of Green Zone Harvesting (Stage 5&6) 63/200 2 dice 30R 91%
--[] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
-[] Orbital 6/6 110R +26
--[] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
--[] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
-[] Services 2/5 40R +27
--[] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
-[] Military 13/8+5 free 265R +26
--[] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75%
--[] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
--[] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
--[] Shark Class Frigate Shipyards (Quonset Point) 0/300 3 dice 60R 14%
--[] Neural Interface System Refits (Talons) 83/105 1 die 25R 100%
-[] Bureau 4/4 +24
--[] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 4 dice 24 PS 89%
Free 7/7

955/935 (+30 reserve)
 
[ ] Winning the war for sweet home Chicago
-[ ] Infrastructure 6/6 110R
--[ ] Yellow Zone Fortress Towns (Phase 4): 3 dice 60R 100% (17% Phase 5)
--[ ] Rail Network Construction Campaigns (Phase 3): 2 dice 30R 84%
--[ ] Tick Rapid Digger System Development: 1 die 20R 100%
-[ ] Heavy Industry 5/5 200R 5 Free Die
--[ ] Continuous Cycle Fusion Plant (Phase 5): 6 dice 60R 100% (96% Phase 6)
--[ ] Nuuk Heavy Robotics Foundry (Phase 3): 2 dice 30R 2/6.5 median
--[ ] Crystal Beam Industrial Laser Development: 1 die 10R 70%
--[ ] Isolinear Chip Development: 1 die 40R 90%
-[ ] Light And Chemical Industry 5/5 100R
--[ ] Reykjavik Myomer Macrospinner (Phase 4): 2 dice 40R 17%
--[ ] Medical Supplies Factories: 3 die 60R 60%
-[ ] Agriculture 3/4 50R
--[ ] Blue Zone Aquaponics Bays (Phase 2) 2 die 10R
--[ ] Freeze Dried Food Plants: 1 die 20R 13%
-[ ] Tiberium 7/7 120R
--[ ] Yellow Zone Tiberium Harvesting (Phase 7): 2 dice 40R 97%
--[ ] Intensification of Green Zone Harvesting (Stage 5): 1 dice 30R 100% (91% Stage 6)
--[ ] Railgun Harvester Factories (Dandong): 1 die 10R 100%
--[ ] Railgun Harvester Factories (Porto): 1 die 10R 85%
--[ ] Chicago Planned City (Phase 4) 20R 3 dice
-[ ] Orbital 6/6 110R
--[ ] GDSS Enterprise (Phase 4): 5 dice 100R 96%
--[ ] Orbital Cleanup (Stage 9): 1 die 10R 98% (13% Stage 9+10) //2 dice?
-[ ] Services 3/5 60R
--[ ] Neural Interfaced Operating Theaters: 3 dice 60R 96%
-[ ] Military 8/8 215R 2 Free Dice 1 Administrative Assistance
-[ ] Wingman Drone Deployment
-- [ ] Apollo Wingmen 4D 80R
[ ] Escort Carrier Shipyards
--[ ] Battleship Yard 1D 20R
[ ] Shark Class Frigate Shipyards
--[ ] Quonset Point 3+2D 100R
-[ ] Bureaucracy 4/4
--[ ] Administrative Assistance: 2 dice (Neural Interface System Refits (Talons))
--[ ] Security Review (Bureaucracy): 2 dice 90%

Pretty sure this isn't valid, but I wanted something out there that did some Chicago while hitting other important goals.
 
If we were fine with trying Karachi a few turns ago I'm fine with trying Karachi now.

Let's just make it as easy on our navy as we can.

If frigates are all that can be built in time then let's rush the frigates and get them that laser upgrade.

Let's do space logistics to reduce the number of convoys we need.

The wingmen are also a big project.

I'm thinking we build the Apollo ones, then build the actual Apollo factories so that the firehawks get replaced, then build the orca ones.

With the air lasers deployed as well. That should kick us up a notch.

I would say build the firehawk wingmen but a 400 point project for a obsolete plane!?! Let's just upgrade.

And a dice or two on tiberium powercells might take the edge of the energy drain.
 
I think people are overreacting about Karachi. The Navy said that they could do it, but it would leave shipping lanes vulnerable while doing so.
However, we can throw down 20 dice into Karachi in one turn. That will more than complete Phase 4. GDI infrastructure go BRRRRRR!
We should be able to bunker down and cope with restricted shipping for a quarter or two.
And for completing Plan Goals, we can still do this in Q4 2061. It is really unlikely that we'll fail it.
 
And we're off

[X] Plan You Must Construct Additional Pylons Fusion Plants
-[X]Infrastructure 5/6 85R
-[X] Yellow Zone Fortress Towns (Phase 3) 1 die 20R 100%
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 232/250: 20 resources per die) (+4 Housing)
-[X] Rail Network Construction Campaigns (Phase 3) 3 dice 45R 99%
(Supports Steel Vanguard and Autumn Archer)
(Progress 159/300: 15 resources per die) (+4 Logistics)
-[X] Tick Rapid Digger System Development 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[X]Heavy Industry 5/5 200R
-[X] Continuous Cycle Fusion Plants (Phase 5+6) 5 dice + 1 free die 120R 96%
(Progress 232/600: 20 resources per Die) (+32 Energy)
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 2 free dice 40R 0%
(Progress 116/600: 20 resources per die) (+16 Capital Goods, -2 Labor, -8 Energy)
-[X] Isolinear Chip Development 1 free die 40R 90%
(Progress 0/60: 40 resources per die)
-[X]Light and Chemical Industry 5/5 120R
-[X] Reykjavik Myomer Macrospinner (Phase 4) 2 dice 40R 17%
(Progress 378/640: 20 resources per die) (+4 Capital Goods +2 Energy) (Reduces cost of mech and zone armor projects)
-[X] Medical Supplies Factories 3 dice 60R 60%
(Progress 0/225: 20 resources per die) (+4 Health) (-1 Energy)
-[X]Agriculture 4/4 70R
-[X] Blue Zone Aquaponics Bays (Phase 2) 1 die 10R 3%
(Progress 3/140: 10 resources per die) (+6 Food) (-1 Labor)
-[X] Poulticeplant Development 1 die 20R 95%
(Progress 0/50: 20 resources per die)
-[X] Freeze Dried Food Plants 2 dice 40R 80%
(Progress 73/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[X]Tiberium 7/7 120R
-[X] Yellow Zone Tiberium Harvesting (Phase 7) 3 dice 60R 100%
(Supports Steel Vanguard)
(Progress 183/300: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[X] Railgun Harvester Factories
--[X] Porto 1 die 10R 85%
(Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
--[X] Bissau 1 die 10R 85%
(Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
--[X] Dandong 1 die 10R 100%
(Progress 45/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[X] Harvesting Tendril Development 1 die 30R 100%
(Progress 0/40: 30 resources per die)
-[X]Orbital 6/6 110R
-[X] GDSS Enterprise (Phase 4) 5 dice 100R 96%
(Progress 456/765: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
-[X] Orbital Cleanup (Stage 9) 1 die 10R 98%
(Progress 41/85: 10 resources per die) (15-20 resources) (Unlocks Low Orbit Support Satellites)
-[X]Services 2/5 40R
-[X] Neural Interfaced Operating Theaters 2 dice 40R 60%
(Progress 0/160: 20 resources per die) (+6 Health, -2 Capital Goods)
-[X]Military 8/8 225R
-[X] Wingman Drone Deployment
--[X] Apollo Wingmen 3 dice 60R 75%
(Progress 0/210: 20 resources per die) (-4 Energy, -1 Capital Goods)
-[X] Plasma Warhead Factory (Phase 1) 1 die + 1 admin die 20R 88%
(Progress 0/90: 10 resources per die) (-1 STU)
-[X] Escort Carrier Shipyards
--[X] Battleship Yards 2 dice 40R 87%
(Progress 0/120: 20 resources per die) (-3 Energy, -1 Capital Goods)
-[X] Shark Shipyards
--[X] Quonset Point 2 dice + 1 free die 60R 5%
(Progress 0/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[X] Mastodon Heavy Assault Walker Development 1 free die 10R 100%
(Progress 0/30 : 10 resources per die)
-[X] Neural Interface System Refits (Talons) 1 free die 25R 100%
(Progress 83/105: 25 resources per die)
-[X]Bureaucracy 4/4
-[X] Administrative Assistance (Plasma Warhead Factory) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[X] Security Reviews (Bureaucracy) 2 dice 90%
(DC 50 + 1 operations die)
-[X]Free Dice 7/7
-[X] 4 in Heavy Industry
-[X] 3 in Military
-[X]Resources Income 935/935 Reserve 25/30

[X] Plan I Refuse To Give Up On Karachi Yet
 
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[X] Plan Shipyards, Air Force and Tech
-[X] Infra 7/6+1 130R +34
--[X] Yellow Zone Fortress Towns (Phase 4) 232/250 4 die 80R 100% (72% for phase 5)
--[X] Rail Network Construction Campaigns (Phase 3) (Upated) 159/300 2 dice 30R 84%
--[X] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
-[X] HI 6/5+1 free 140R +29
--[X] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 3 dice 60R 100%
--[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 2 dice 40R 0%
--[X] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[X] LCI 4/5 90R +24
--[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 3 dice 60R 74%
--[X] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
-[X] Agri 3/4 40R +24
--[X] Blue Zone Aquaponics Bays (Phase 2) 3/140 2 dice 20R 74%
--[X] Freeze Dried Food Plants 73/200 1 die 20R 13%
-[X] Tiberium 7/7 140R +39
--[X] Yellow Zone Tiberium Harvesting (Phase 7) 181/300 4 dice 80R 99% 23% for phase 8
--[X] Intensification of Green Zone Harvesting (Stage 5&6) 63/200 2 dice 30R 91%
--[X] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
-[X] Orbital 6/6 110R +26
--[X] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
--[X] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
-[X] Services 2/5 40R +27
--[X] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
-[X] Military 13/8+5 free 265R +26
--[X] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75%
--[X] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
--[X] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
--[X] Shark Class Frigate Shipyards (Quonset Point) 0/300 3 dice 60R 14%
--[X] Neural Interface System Refits (Talons) 83/105 1 die 25R 100%
-[X] Bureau 4/4 +24
--[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 4 dice 24 PS 89%
Free 7/7
955/935 (+30 reserve)

[X] Plan One Step Forward
 
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[X] Plan Shipyards, Tech and Industry
Infra 6/6 110R +34
-[X] Yellow Zone Fortress Towns (Phase 4) 232/250 3 die 60R 100% (17% for phase 5)
-[X] Rail Network Construction Campaigns (Phase 3) (Upated) 159/300 2 dice 30R 84%
-[X] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
HI 5/5+3 free 170R +29
-[X] Continuous Cycle Fusion Plants (Phase 5) (Updated) 232/300 3 dice 60R 100%
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 3 dice 60R 0%
-[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X] Isolinear Chip Development (New) 0/60 1 die 40R 90%
LCI 5/5 110R +24
-[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 4 dice 80R 97%
-[X] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45%
Agri 3/4 20R +24
-[X] Security Review
-[X] Blue Zone Aquaponics Bays (Phase 2) 3/140 2 dice 20R 74%
Tiberium 7/7 140R +39
-[X] Yellow Zone Tiberium Harvesting (Phase 7) 181/300 4 dice 80R 99% 23% for phase 8
-[X] Intensification of Green Zone Harvesting (Stage 5&6) 63/200 2 dice 30R 91%
-[X] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
Orbital 6/6 110R +26
-[X] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
-[X] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
Services 2/5 40R +27
-[X] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
Military 8/8+4 free+1 admin assitance 265R +26
-[X] Strategic Area Defense Networks (Phase 1) 0/350 3 dice 60R 2%
-[X] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
-[X] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
-[X] Shark Class Frigate Shipyards (Quonset Point) 0/300 3 dice 60R 14%
-[X] Neural Interface System Refits (Talons) 83/105 1 admin assistance 25R 94%
Bureau 4/4 +24
-[X] Administrative Assistance (Neural Interface) 2 die auto
-[X] Security Reviews (Agri) 2+1 dice 100%
Free 7/7
3 HI, 4 Mil

965/935 (+30 reserve)


Current thoughts- 5R left over, another orbital cleanup both for additional R next turn and to make stuff fit (2 dice in kudzu as a 10R project). Also grabbing a bunch of dev projects to improve our abilities in various categories while going in on 4 different mil projects with 3 dice each. Tib actions are 6 dice on supporting the offensive (and increasing money). Services will provide the health boost instead working on finishing Reyjavik 4 and starting Bergen for more energy and cap goods.

Apollo wingmen drones since those are our top tier fighters so improving our interception and dogfighting capabilities first seems the move. Also starting on two shipyards, one for frigates and one for escort carriers and working on the 1st Phase of SADN.

Extra dice on fusion for rollover for the next phase and the bergen start will work towards improved fusion down the line and some energy from LCI in the mean time. Industrial laser dev as it mentions improved efficiency for some of our existing industries in addition to opening up new ones so possible rollout project to improve some of our industrial output which will help.

Edit- Dropped 2 Kudzu dice to get enough R to do admin assistance to finish of the Neural interface refits
 
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[X] Plan One Step Forward
-[X] Infra 6/6 +2 free dice 145R
--[X] Yellow Zone Fortress Towns (Phase 4+5) 232/550 4 dice 80R 72%
--[X] Rail Network Construction Campaigns (Phase 3) 159/300 3 dice 45R 99% (3/5.5 Phase 4)
--[X] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
-[X] Heavy Ind 5/5 dice 120R
--[X] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 die 40R 100% (2/4.5 Phase 6)
--[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 2 dice 40R (2/6.5 median)
--[X] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[X] L&CI 5/5 dice 100R
--[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17%
--[X] Medical Supplies Factories 0/225 3 dice 60R 60%
-[X] Agri 4/4 dice 50R
--[X] Blue Zone Aquaponics Bays (Phase 2+3) 3/280 3 dice 30R 23% (Phase 2 98%)
--[X] Freeze Dried Food Plants 73/200 1 die 20R 13%
-[X] Tiberium 7/7 +1 admin dice 135R
--[X] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/300 5 dice 100R 76% (Phase 7 100%)
--[X] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100% (Stage 6 18%)
--[X] Railgun Harvester Factory (Dandong) 45/70 1 admin die 10R 90%
--[X] Railgun Harvester Factory (Porto) 0/70 1 die 10R 85%
-[X] Orb Ind 6/6 dice 100R
--[X] GDSS Enterprise (Phase 4) 456/765 4 dice 80R 71%
--[X] Orbital Cleanup (Stage 9+10) 41/170 2 dice 20R 82% (Stage 9 100%)
-[X] Services 2/5 dice 40R
--[X] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60%
-[X] Military 8/8 +5 free +1 admin dice 275R
--[X] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75%
--[X] Apollo Wingmen Drones (New) 0/210 3 dice 60R 75%
--[X] Plasma Warhead Factory (Phase 1) (New) 0/90 1 die 10R 52%
--[X] Frigates (Quonset Point) (New) 0/300 4 dice 80R 64%
--[X] Merchantman Carrier Conversions (High Commitments) (New) 0/200 2 dice 40R 23%
--[X] Neural Interface System Refits (Talons) 83/105 1 Admin die 25R 94%
-[X] Bureau 4/4 dice
--[X] Administrative Assistance x2 4 die auto

965R/935R + 25R reserve 7/7 Free Dice

This plan's main aim is to guarantee we finish the project phases needed to continue Steel Vanguard. It also has a heavy military commitment in order to simultaneously push out immediately-useful Air Force projects and start up our shipbuilding.

Steel Vanguard projects: Finishing up last turn's Fortress Towns and a phase for this turn, to better secure the territory the military's taking. Getting the critically important Rail Network phase finished + progress for next turn, in order to keep extending the supply lines that feed the zillions of tons of ammunition and material needed for the war. (And hopefully refugees on the way back.) Two Phases of Yellow Zone Tiberium Harvesting, to grab the most territory possible in this opening phase of the war. And two/three of the remaining Railgun Harvester Factories as those are in massive demand and also help our offensives.

Military projects: Our immediate need is to slam out something to lower or Air Force casualties. To that end, I'm getting our Firehawks the Tactical Airborne Lasers so they can defend themselves better, the Apollos the first Wingman Drones to reduce the attrition of our top airframes (and... cuz it's cheap enough to let us do multiple Air Force projects), and the Plasma Warheads to combat the Barghests. Meanwhile, our long-term need is to build ships for the Navy. For that, I'm trying to get a Frigate yard done and work on the Escort's Battleship Yards. Finally, we finish off by completing the Steel Talon's Neural Interface Refits.

Other stuff: I'm doing two medical projects this turn to hopefully head off any unfortunate surprises and keep up with helping refugees. I'd rather have too much Medical than too little, after all. I'm putting two dice on Orbital Cleanup not just to save R for this turn, but also because the extra Resources next turn could be quite helpful, and Enterprise Phase 4 is still likely to finish this turn. Lastly, I managed to squeeze in the Isolinear Chip Development, as it shouldn't be too hard to fit in the dice/free dice to continue that research line in HI.

Things I don't do: I've cut back on the dice on Nuuk. I'm not happy about that, no. But our worst fears for last turn didn't come to pass: So far, our Capital Goods production hasn't been hit yet. That means going into this turn, we have a healthy +20 CG reserve, in addition to having multiple more +CG projects in the works. Worst case scenario, we can pump dice into Nuuk and other CG projects next turn if we have to. But for right now, we can go at a steady pace on it instead of full-throttle.

-I'm also not doing the Harvesting Tendril Development. As much as we want that tech, implimenting it is going to be a multiple-hundreds-of-progress project, as it requires refitting our entire, massive fleet of Tiberium Harvesters. With all our Tiberium dice wrapped up in supporting Steel Vanguard, we won't have the many dice needed to do the refit project to implement it. So at least for this turn, doing the Development is something we should postpone until we can follow through with it. And much the same reasoning goes for the Tick Rapid Digger System Development in Infrastructure, though hopefully that won't be as expensive to do when we get around to it.

Lastly, I'm unsure if this turn is the best time to Request Reduction in Plan Commitments. (In later turns it might cost less PS, or the situation might change.) I'm open to switching that over to security reviews, but for now I'm sticking to it as we do need to address the problem of Karachi and other commitments.

Aaaand that's everything. Hopefully you'll vote for my plan, or if not, it'll give you some ideas to think about when choosing another one, or even making or altering your own.

Edit: After realizing I'd somehow lost the Agriculture bureau and had many extra unspent Resources besides, I've made a few quick edits. First, we are now still doing Agriculture. Secondly, I've used the Administrative Assistance dice to squeeze in more spending. Specifically: 1 Admin die on Dandong's Railgun Harvester Factory so we can afford to do Intensification of Green Zone Harvesting (another Steel Vanguard project), and the other Admin die is on Neural Interface System Refits so we can put another die on the Escort Carrier Shipyards, making it far more likely to finish this turn. I'm still open to edits, but hopefully this is good enough for now.

Edit2: Changed a couple things according to this post.
 
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-[X] Plan By Apollo and Poseidon
Infrastructure
-[X] Yellow Zone Fortress Towns (Phase 4+5) 4 dice 80R 72%
-[X] Rail Network Construction Campaigns (Phase 2) 2 dice 30R 84%
Heavy Industry
-[X] Continuous Cycle Fusion Plants (Phase 5) 2 dice 40R 100%
-[X] Heavy Industry Security Review 1 die
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 2 dice 30R 0%
Light & Chemical Industry
-[X] Reykjavik Myomer Macrospinner (Phase 4) 2 dice 40R 17%
-[X] Medical Supplies Factories 3 dice 60R 60%
Agriculture
-[X] Blue Zone Aquaponics Bays (Phase 2) 2 dice 20R 74%
-[X] Freeze-Dried Food Plants 2 dice 40R 80%
Tiberium
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) 2 dice 40R 99%
-[X] Intensification of Green Zone Harvesting (Stage 5) 1 die 15R 100%
-[X] Railgun Harvester Factories (Dandong) 1 die 10R 100%
-[X] Railgun Harvester Factories (Porto) 1 die 10R 85%
-[X] Yellow Zone Tiberium Harvesting (Phase 6) 2 dice 40R 97%
Orbital Industry
-[X] GDSS Enterprise (Phase 4) 6 dice 120R 100%
Services
-[X] Automatic Medical Assistants 4 dice 80R 67%
-[X] Hallucinogen Development 1 die 15R 88%
Military
-[X] Wingman Drone Deployment (Apollo) 3 dice 60R 75%
-[X] Frigate Shipyards (Seattle) 5 dice 100R 93%
-[X] Merchantman Carrier Commitments(High Commitments) 3 dice 60R 81%
-[X] Escort Carrier Shipyards (Battleship Yards) 2 dice 40R 87%
-[X] Heavy Support Laser Development 1 die 20R 100%
Bureaucracy
-[X] Heavy Industry Security Review 2 dice 100%
-[X] Security Review Bureaucracy 1 die
-[X] Security Review Bureaucracy 2 dice 100%
Cost: 950
 
I think people are overreacting about Karachi. The Navy said that they could do it, but it would leave shipping lanes vulnerable while doing so.
However, we can throw down 20 dice into Karachi in one turn. That will more than complete Phase 4. GDI infrastructure go BRRRRRR!
We should be able to bunker down and cope with restricted shipping for a quarter or two.
And for completing Plan Goals, we can still do this in Q4 2061. It is really unlikely that we'll fail it.

I mean yeah... with average rolls we can shock all the way to complete stage 4. If the war goes well maybe we can do it on Q4/Q1? Don't we still have 7 turns till the end of the plan?

[X] Plan Shipyards, Tech and Industry
 
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Posting on behalf of @sunrise, who is asleep. I believe he intends to negotiate to reduce plan commitments next turn.

[X] Plan Sunrise
-[X] Infrastructure 6 dice +34 100R
-[x] Yellow Zone Fortress Towns (Phase 4) 232/250 1 die 20R 100%
-[x] Tick Rapid Digger System Development (New) 0/40 1 die 20R 100%
-[x] Rail Network Construction Campaigns (Phase 3+4) (Updated) 159/625 4 dice 60R 2%
-[X] Heavy Industry 5 dice +29 110R
-[x] Isolinear Chip Development (New) 0/60 1 die 40R 90%
-[x] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 dice 40R 100% +16 Energy
-[x] Nuuk Heavy Robotics Foundry (Phase 3) (Updated) 118/600 2 dice 40R
-[X] Light and Chemical Industry 5 dice +24 110R
-[x] Medical Supplies Factories 0/225 2 dice 40R 8% (+4 Health) (-1 Energy)
-[x] Reykjavik Myomer Macrospinner (Phase 4) 378/640 2 dice 40R 17% +4 Capital Goods +2 Energy
-[x] Bergen Superconductor Foundry (Phase 1) 0/95 1 die 30R 45% +1 Energy
-[X] Agriculture 4 dice +24 50R
-[x] Freeze Dried Food Plants 73/200 1 die 20R 13% (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[x] Wadmalaw Kudzu Plantations (Phase 2) 3/300 3 dice 30R 13% (+4 Consumer Goods) (+10 Political Support)
-[X] Tiberium 7 dice +39 130R
-[x] Harvesting Tendril Development (New) 0/40 1 die 30R 100%
-[x] Intensification of Green Zone Harvesting (Stage 5+6) 63/200 2 dice 30R 91%
-[x] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100% (-2 Energy)
-[x] Yellow Zone Tiberium Harvesting (Phase 7) (Updated) 183/300 3 dice 60R 100%
-[x] Orbital Industry 6 dice +26 110R
-[X] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96% (+2 Capital Goods, +2 Consumer Goods) (1 available Bay)
-[x] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
-[X] Services 5 dice +27 95R
-[x] Neural Interfaced Operating Theaters (New) 0/160 2 dice 40R 60% (+6 Health, -2 Capital Goods)
-[x] Hallucinogen Development 0/60 1 die 15R 88%
-[x] Automatic Medical Assistants 0/300 2 dice 40R
-[X] Military 8+7 free +2 AA dice dice +26 315R
-[x] Shark Class Frigate Shipyards (Quonset Point) 0/300 3 dice +1 AA die 80R 40?%(-6 Energy, -2 Capital Goods)
-[x] Shark Class Frigate Shipyards (Melbourne ) 0/300 4 dice 80R 64%(-6 Energy, -2 Capital Goods)
-[x] Apollo Wingmen Drones (New) 0/210 2 dice 40R 17% (-4 Energy, -1 Capital Goods)
-[x] Tactical Airborne Laser Deployment (New) 0/210 3 dice 60R 75% (-2 STUs, -3 Energy)
-[x] Escort Carrier Shipyards (Battleship Yards) (New) 0/120 1 die 20R 22%(-3 Energy, -1 Capital Goods)
-[x] Heavy Support Laser Development (New) 0/50 1 die 20R 100%
-[x] Neural Interface System Refits (Talons) 83/105 1 Admin die 25R 94%
-[x] Plasma Warhead Factory (Phase 1) (New) 0/90 1 die 10R 52% (-1 STU)
-[X] Bureaucracy 4 dice
- [x] 2x Administrative Assistance (Military) 4 dice
910 R/935 R
 
Last edited:
More of an explanation:
Does 4 phases of projects that support Steel Vanguard guaranteed, with 3 more at 70+%
It gets ready to complete Nuuk 3 next turn, as well as getting energy to offset the significant expenditure on factories and shipyards, and also pushes both Isolinear and Industrial Laser development, to see what they provide.
It gives a good chance of a large Health bump, while also probably finishing Reykjavik for Zone Armor savings.
Sadly, it has to leave some Agriculture and Services dice fallow, for savings.
Tib leaves the tentacles for a turn, since I doubt we'll be able to do much with them next turn anyway, but does push for a phase of Vein mines, since we need to push our income up to pay for the expensive things we are looking at.
And, for military dice: Apollo wingman drones should help a bunch with air superiority, Heavy Support Lasers increase naval survivability, boost SADN, and most importantly progress us towards making our navy a rave party. Also, finishing up the Neural Interface Refits, and, of course, Shipyards. Because BOTE.
And yes, seeing what we have to give in order to get some slack on Karachi and maybe some other things.

[X]Plan Second Vanguard, delaying Karachi, vein edition
Infrastructure 6 dice +34 110R
-[X] Yellow Zone Fortress Towns (Phase 4+5) 232/550 4 dice 80R 72%
-[X] Rail Network Construction Campaigns (Phase 3) (Upated) 159/300 2 dice 30R 84%
Heavy Industry 5 dice +29 170R 3 Free Dice
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 4 dice 80R
-[X] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 dice 40R 100%
-[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X] Isolinear Chip Development 0/60 1 die 40R 90%
Light and Chemical Industry 5 dice +24 120R 1 Free Die
-[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 3 dice 60R 74%
-[X] Medical Supplies Factories 0/225 3 dice 60R 60%
Agriculture 4 dice +24 40R
-[X] Freeze Dried Food Plants 73/200 2 dice 40R 80%
Tiberium 7 dice +39 165R 2 Free Dice
-[X] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
-[X] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[X] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/600 5 dice 100R 76%
-[X] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100%
Orbital Industry 6 dice +26 110R
-[X] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
-[X] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
Services 5 dice +27 40R
-[X] Neural Interfaced Operating Theaters 0/160 2 dice 40R 60%
Military 8 dice +26 205R 2 Free Dice
-[X] Apollo Wingmen Drones 0/210 3 dice 60R 75%
-[X] Heavy Support Laser Development 0/50 1 die 20R 100%
-[X] Shark Class Frigate Shipyards (Quonset Point) 0/300 4 dice 80R 64%
-[X] Escort Carrier Shipyards (Battleship Yards) (New) 0/120 1 die 20R 22%
-[X] Neural Interface System Refits (Talons) 83/105 1 die 25R 100%
Bureaucracy 4 dice +26
-[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 4 dice 24 PS 89%

960/965R
7/7 Free Dice

However, this will leave us with less than 50 PS... so, sadly, vein mines go to kudzu tea.

[X]Plan Second Vanguard, delaying Karachi, kudzu edition
Infrastructure 6 dice +34 110R
-[X] Yellow Zone Fortress Towns (Phase 4+5) 232/550 4 dice 80R 72%
-[X] Rail Network Construction Campaigns (Phase 3) (Updated) 159/300 2 dice 30R 84%
Heavy Industry 5 dice +29 170R 3 Free Dice
-[X] Nuuk Heavy Robotics Foundry (Phase 3) 118/640 4 dice 80R
-[X] Continuous Cycle Fusion Plants (Phase 5) 232/300 2 dice 40R 100%
-[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X] Isolinear Chip Development 0/60 1 die 40R 90%
Light and Chemical Industry 5 dice +24 120R 1 Free Die
-[X] Reykjavik Myomer Macrospinner (Phase 4) 378/640 3 dice 60R 74%
-[X] Medical Supplies Factories 0/225 3 dice 60R 60%
Agriculture 4 dice +24 80R 2 Free Dice
-[X] Wadmalaw Kudzu Plantations (Phase 2) 3/300 4 dice 40R 61%
-[X] Freeze Dried Food Plants 73/200 2 dice 40R 80%
Tiberium 7 dice +39 125R
-[X] Intensification of Green Zone Harvesting (Stage 5) 63/100 1 die 15R 100%
-[X] Yellow Zone Tiberium Harvesting (Phase 7+8) 183/600 5 dice 100R 76%
-[X] Railgun Harvester Factory (Dandong) 45/70 1 die 10R 100%
Orbital Industry 6 dice +26 110R
-[X] GDSS Enterprise (Phase 4) 456/765 5 dice 100R 96%
-[X] Orbital Cleanup (Stage 9) 41/85 1 die 10R 98%
Services 5 dice +27 40R
-[X] Neural Interfaced Operating Theaters 0/160 2 dice 40R 60%
Military 8 dice +26 205R 2 Free Dice
-[X] Apollo Wingmen Drones 0/210 3 dice 60R 75%
-[X] Heavy Support Laser Development 0/50 1 die 20R 100%
-[X] Shark Class Frigate Shipyards (Quonset Point) 0/300 4 dice 80R 64%
-[X] Escort Carrier Shipyards (Battleship Yards) (New) 0/120 1 die 20R 22%
-[X] Neural Interface System Refits (Talons) 83/105 1 die 25R 100%
Bureaucracy 4 dice +26
-[X] Request Reduction in Plan Commitments DC 120/160/200/240, DC 240 4 dice 24 PS 89%

960/965R
7/7 Free Dice
 
...I've completely lost it, because a last-minute check shows I've somehow spend only 880R in my Plan. 85R just... vanished. Somehow. What the heck. :facepalm:
 
Late to the discussion plan thoughts:

Infrastructure
Keep pushing the Fortress Towns and Rail Network.
I would develop the Tick Rapid Digger System now. It will help a lot.

Heavy Industry
More Fusion please.
No more than 4 dice on Santa's Workshop, as we don't want the Energy cost this turn.
I don't see any point paying an eyewatering 40R on Isolinear at the moment, as we likely won't be able to build anything with it for about a year.
Crystal Beam is a maybe. It is cheap and should help with Santa's Workshop.

Light and Chemical Industry
Neural-Interfaced Operating Theaters looks like a better Health option, so may as well got all in on Reykjavik.
No objections to starting Bergen. We need it soon.

Agriculture
Just get some Food and Freeze Drying done.

Tiberium
I'd like to throw a die at each Railgun Harvester, but Energy costs are a thing.
But we may as well finish the Tib Power phase anyway, so they aren't a big deal.
Everything else into Yellow Zone Tiberium Harvesting.

Orbital
Finish Enterprise 4.
Some Clean-Up when we inevitably run out of resources.

Services
Just Neural-Interfaced Operating Theaters.

Military
Bleh. Such a mess.
I don't really see any point sinking dice into Merchantman Conversions. Just build the Escort Carrier Yards. Anything else is just taking away some hulls and repainting them. Doesn't give more hulls.
Apollo Wingman are quick enough to get done.
Frigates look too slow to complete at the moment.
Medium Tactical Plasma Weapon Deployment might be worth it, if we can fit it in.
Still want Mastodons going.
 
I think people are overreacting about Karachi. The Navy said that they could do it, but it would leave shipping lanes vulnerable while doing so.
However, we can throw down 20 dice into Karachi in one turn. That will more than complete Phase 4. GDI infrastructure go BRRRRRR!
We should be able to bunker down and cope with restricted shipping for a quarter or two.
And for completing Plan Goals, we can still do this in Q4 2061. It is really unlikely that we'll fail it.
Throwing dice and resources into Karachi does not mean that it will not need sea-based support after that turn. It will. "...it would require the rapid buildup of naval forces to ensure that Eastern Paris can not only seize Karachi, but hold it long term in the teeth of Brotherhood counter offensives and blockade efforts." (Q4 2059, strategic readiness section)
 
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