Turn start:
Tiberium Spread
19.72 Blue Zone
1.99 Green Zone
24.08 Yellow Zone (86 Points of Abatement) (89 Points of Abatements, because of Savannah MARVS coming online)
54.21 Red Zone (72 Points of Abatement)

Warning: contains math unchecked by a calculator
Numbers preliminary, will change due to abatement projects and military gains/losses.
20.34 Blue Zone
1.37 Green Zone
24.37 Yellow Zone (86 Points of Abatement) (89 Points of Abatements, because of Savannah MARVS coming online)
53.92 Red Zone (72 Points of Abatement)

Updated numbers, now having been run through a calculator, and with project results added:
20.41 Blue Zone
1.30 Green Zone
24.37 Yellow Zone (86 Points of Abatement) (96 Points of Abatements, because of Savannah MARVS coming online)
53.92 Red Zone (72 Points of Abatement)

Edit: Either Green Zone or Yellow Zone is .1 high, will be sorted out after Ithillid gets sleep.
Double Edit: many thanks to our mapper, who gave me the correct numbers: YZ was high.
 
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Could somebody help me out with the functional difference between the two leading plans? They're looking pretty similar and I'm not sure about the deeper strategic evaluations that went into each.
Primary differences are in Tiberium and Military.
Karachi Yet invests more dive into Navy projects to ensure that the first batch of Frigate shipyards are online by this turn.
It also starts funding Chicago for the abatement, and puts two more dice into Fusion.

One Step reduces its investment into the Navy and puts up a couple more Air Force projects.
And puts some more dice into Green Zone Harvesting and rolling out more Railgun Harvesters
In return, it skimps a little on building more Fusion plants, and doesnt fund Chicago.

Full disclosure, I voted for Karachi Yet.
 
with the battle rolls I def prefer even more plan step forward because it more likely to complete more of rails and fortress town which will give us more plus modifiers on the battle rolls which could lessen the blow a lot in some and increase our victory margin in others
 
Is it weird that I'm almost expecting that the first phase of the Regency War not to end because of a crushing military victory, but because of a 90+ roll for Red Zone Growth causing a panic among the nearby NOD fractions that ends with several of them calling for a ceasefire?
 
Could somebody help me out with the functional difference between the two leading plans? They're looking pretty similar and I'm not sure about the deeper strategic evaluations that went into each.
Plan One Step Forward vs Plan I Refuse To Give Up On Karachi Yet
Infrastructure
4 dice on YZ Fortress Towns (100% phase 4, 72% phase 5)2 dice on YZ Fortress Towns (100% phase 4). Expects 1.5 more dice to complete phase 5.

Heavy Industry
2 dice on Fusion Plants (100% phase 5). Expects 2.5 more dice to complete phase 6.4 dice on Fusion plants. (100% phase 5, 28% phase 6)
2 dice on Nuuk. Expects 4.5 more dice to complete phase 3.3 dice on Nuuk. Expects 3.5 more dice to complete phase 3.

Tiberium
5 dice YZ Tiberium Harvesting (100% phase 7, 76% phase 8)2 dice YZ Tiberium Harvesting (97% phase 7)
2 dice Chicago. 4.5 more dice expected to complete phase 4.
1 AA die on Railgun Harvester Factory (90%)1 die on Railgun Harvester Factory (~100%)

Orbital
4 dice Enterprise (71% phase 4)5 dice Enterprise (97% phase 4)
2 dice Orbital Cleanup (100% stage 9, 82% stage 10, 15% stage 11)1 die Orbital Cleanup ( 100% stage 9, 13% stage 10)

Military
3 dice Tactical Airborne Laser (75%)
4 dice Frigates (64%)5 dice Frigates (93%)
2 dice Merchantment (23%)3 dice Merchantmen (81%)
1 AA die Mastodon development (86%)

In general terms,:
-The first plan pushes harder on using non-military dice to support our current military actions
-The second plan pushes harder on using non-military dice to develop our industry (Cap goods, energy, and tib refining) in future turns
-The first plan pushes for slightly more immediate resource income
-The first plan focuses slightly on improving the airforce
-The second plan instead wants to guarantee that the two naval projects complete this turn (no overflow on individual factories)

In summary, One Step Forward is focused on fighting the immediate war and is willing to risk the possibility of needing to delay the Indian invasion until 62, whereas I Refuse To Give Up On Karachi Yet is focused on increasing the likelihood of being able to do the Indian invasion in 61. Which option you'd personally support will depend heavily on your personal evaluation of how the war is going, and what your goals are for the war.
 
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Correct. And there are several engagements where our bonuses should be enough to change it, although a single-digit differential win for us probably is mostly a draw.
Do we know what our bonuses are?

The most major difference is in Military projects. Plan One Step Forward (my plan) has a strong Air Force focus, with three Air Force projects, while also building a frigate shipyard and doing the carrier conversions. Plan I Refuse To Give Up On Karachi Yet (Simon_Jester's plan) has a greater investment in Naval projects, in that it deliberately over-invests dice into a Frigate shipyard in order to try and force it to give ships soon enough for a 2061 Karachi push during wartime conditions. It also has a third die on the carrier conversions, making those likely to finish sooner.
I should note in my defense, my over-investment into the frigate yard is ALSO intended to provide the fully general benefit of getting some more surface combatants into the water ASAP. I expect our existing surface combatant force to take losses in the next few turns, and by 2060Q4 or so, I fully expect that the Navy will be positively salivating for new/more surface combatants of any kind.

Those frigates may come across as a godsend to some regional commander, even if we never breathe a word about Karachi ever again. I expect that they will.

Similar arguments apply for the conversion carriers- they are sorely needed now and will be sorely needed no matter what we do, at least until some time in 2063 or later when a couple of waves of light carriers have come out of the dedicated light carrier yards.

The other major difference is in the Steel Vanguard supporting actions. Plan One Step Forward attempts to get two phases of Yellow Zone Fortress Towns and two phases of Yellow Zone Tiberium Harvesting, while Plan I Refuse To Give Up On Karachi Yet only attempts to get one of each. The latter also puts two dice on Chicago, in the hopes of completing the next phase of the planned city in the future to further take North America.
I should note that the free dice Derpmind uses to get two phases of Yellow Zone Tiberium Harvesting, I plow into building more fusion plants. Because regardless of our future build order, we're gonna need a lot more fusion plants to power the military factories created during this war.

So to me, Derpmind is prioritizing the fortresses in hopes of making the current round of Steel Vanguard more successful; I'm trying to prioritize deep infrastructure construction that underlies our overall military-industrial complex.

In summary, One Step Forward is focused on fighting the immediate war and is willing to risk the possibility of needing to delay the Indian invasion until 62, whereas I Refuse To Give Up On Karachi Yet is focused on increasing the likelihood of being able to do the Indian invasion in 61. Which option you'd personally support will depend heavily on your personal evaluation of how the war is going, and what your goals are for the war.
Again, nitpick.

Everything I propose, I propose because I sincerely believe it to be very important and urgently needed for the overall war situation. My position is at most slightly tweaked out of a desire to avoid accidentally locking ourselves out of Karachi if war circumstances permit (e.g. if Bintang rolls a Natural 1 and accidentallies her own fleet)

I am fully prepared to accept the reality that war circumstances may not, indeed likely will not, permit. But I wish to leave us in a position to take advantage of good fortune.
 
@Rakuhn table is very useful. But do note, it doesn't include all the projects shared between the two plans. This late in the voting, both plans have ended up quite similar to each other, as plans tend to do.

Also, I'm obligated to point out that 2 dice on Orbital Cleanup means it's 82% to get Stage 10 done (not 9), and 15% to get Stage 11. While 1 die means it's 100% to get Stage 9 done, not 98%.
 
Also, I'm obligated to point out that 2 dice on Orbital Cleanup means it's 82% to get Stage 10 done (not 9), and 15% to get Stage 11. While 1 die means it's 100% to get Stage 9 done, not 98%.
The two dice on Orbital Cleanup in your plan would let us unlock Orbital Power Stations with one die next turn, which could help alleviate our constant Energy use. Something to consider.
 
I should note that the free dice Derpmind uses to get two phases of Yellow Zone Tiberium Harvesting, I plow into building more fusion plants. Because regardless of our future build order, we're gonna need a lot more fusion plants to power the military factories created during this war.

So to me, Derpmind is prioritizing the fortresses in hopes of making the current round of Steel Vanguard more successful; I'm trying to prioritize deep infrastructure construction that underlies our overall military-industrial complex.
We can build more fusion power quickly if we need to. But we can't build military support after the fact; they're needed now and can't be compensated for later. (And we should be able to manage any Energy or Capital Goods shortage that could happen, between focused effort and free dice.)
 
I should note in my defense, my over-investment into the frigate yard is ALSO intended to provide the fully general benefit of getting some more surface combatants into the water ASAP. I expect our existing surface combatant force to take losses in the next few turns, and by 2060Q4 or so, I fully expect that the Navy will be positively salivating for new/more surface combatants of any kind.

Those frigates may come across as a godsend to some regional commander, even if we never breathe a word about Karachi ever again. I expect that they will.
I should point out. It's only a difference of one die. I spend 4 dice on the Frigate yards while you spend 5. For some reason I keep thinking I only spent 3 dice on Frigates, but on this project the two plans are actually fairly similar. Same with the Carrier Conversions; 2 dice for my plan vs 3 dice for yours.
 
IIRC power sats dont even provide ground power, but space power, but I could be wring.
How does that work? None of the Orbital Project have any power requirements right now, so what would power sats even be required be for?
Stations are probably self powered, and the off-world mining sites can just build their power systems on their surfaces.
 
The two dice on Orbital Cleanup in your plan would let us unlock Orbital Power Stations with one die next turn, which could help alleviate our constant Energy use. Something to consider.
Maybe, but if it means we need to spend Orbital dice on the power stations, it imperils our ability to hit our Plan targets. And it's going to be inefficient to build many of those satellites without finishing Orbital Cleanup for the Progress bonus.

I should point out. It's only a difference of one die. I spend 4 dice on the Frigate yards while you spend 5. For some reason I keep thinking I only spent 3 dice on Frigates, but on this project the two plans are actually fairly similar. Same with the Carrier Conversions; 2 dice for my plan vs 3 dice for yours.
Although on a 200-point project, the difference between two dice and three is pretty impactful/ ;)
 
Future content that unlocks various forms of distributed power arrays for various purposes. For example, using it for beam rider propulsion systems (although this is now less likely) also orbital forges and the like.
 
Do we know what our bonuses are?
Not really - Ithillid said they are enough to change the outcome of "several" battles, but we have 5 or so at a differential of 15 or below. I suspect that some bonuses are situational, and so will not apply to all rolls. (Naval battles would have different bonuses apply than inland ones, for example.)
So I suspect they average +10 to +15, but that's just a guess.
 
I don't think we know for certain which dice are which yet (other than the 1 being Mehretu)
Also, something to bear in mind is that Stahl likely has hella bonuses atm. I think he's probably done okay this turn
I haven't said anything about Stahl. I said that the 21/10 battle was a GDI win. That might be different after modifiers, but I can't know that until those modifiers are posted, and I won't know who was fighting until that's posted.
 
[X] Plan One Step Forward + Battleship Yards
[X]Plan Second Vanguard, delaying Karachi, vein edition
[X]Plan Second Vanguard, delaying Karachi, kudzu edition

While I know we'll probably end up needing them, I don't want to do the conversions
 
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