Decim is correct. It is basically folding your commitments for this plan, into a set of high commitments for next plan.
Ahhh.

In that case, I suppose we had better bite the bullet and just skip the renegotiation, because there's no good way out of it. Being committed to 48 Stored Food by 2065Q4 isn't really much less burdensome than being committed to 18 Stored Food by 2061Q1, I guess, since the first +8 Stored Food is effectively free and every two points after that costs an escalating amount. There's probably some upper limit on how much the phases cost at some point, but we can't plan around it when making commitments.

Another note for the near future, India is about to get some Blue Zones of its own.
Well, good for them. I don't really care how they justify punching tiberium in the face, if it's safe-sane-consensual and they gave tiberium a safeword or whatever, so long as tiberium is facepunched.

With the fact that it'll be 18 / 18+30 / 18+40, I'd say Shala is certainly the right pick for station choice.
The fact that this is how the legislature sees things strongly suggests that even if we hit this Stored Food target, that won't be the end of it- the legislature will want us to promise more next Plan.

On the other hand, realistically we will also be committed to building Shala anyway.
 
Why wouldn't the Brotherhood make their own Blue Zones? They stole inhibitor technology from us a few turns ago with the open intention of using it, the Brotherhood's reverence for Tiberium isn't limited to "dying from rock lung is good and a blessing, actually" caricatures - there's plenty of more pragmatic sects who understand the value of not being eaten by the aggressive alien femtotech. And those more pragmatic types have been generally winning while the crazies are getting their asses kicked, so the global Brotherhood is going to shift even more pragmatic as time goes on.
My guess is that Kane is using the Inhibitor's functions/hardware as a component in his own backyard TCN system, or wants to see if it's even possible to use it that way.
 
Draft that includes certain assumptions about renegotiation:

No renegotiation of Stored Food because renegotiation is likely to be disadvantageous. This increases the urgency of the freeze-drying plants.

Shala grudgingly chosen over Columbia because food supplies are an issue and we are likely to be expected to hit another Stored Food target in the Fourth Four Year Plan, making having access to large Food surpluses early on even more important. Plus, we'll probably do Karachi in 2063-64 and trigger yet another refugee wave.

...

Renegotiations chosen:

-[] Replace "11 Capital Goods by end of Plan" with "Complete Anadyr and Industrial Lasers Before end of Plan"
-[] Replace "Complete GDSS Enterprise" with "Complete Three Phases of Shala"
-[] Replace "Four more phases of moon mines" with "Complete at least three phases and -5 Political Support"
-[] Replace "Karachi Phase 4 by 2061Q4" with "Commit to completing five [Karachi] phases by end of next plan."

...

AHEM AHEM

975/985 R
7/7 Free dice

TENTATIVE ENERGY BUDGET
+15 (Projected Existing Surplus) +16 (Fusion Phase 7) +1 (Bergen Phase 1)
-1 (Fertilizers) -1 (Freeze Drying) -6 (Firehawk Drones) -6 (Shark Yard) -5 (Carrier Yard) -4 (Railgun Harvesters)
End Result: +9 Energy surplus, but with enough rollover to readily take the next fusion phase.

NEXT QUARTER BUDGET:

985+10 R baseline
+7.5 RpT (Green Zone Intensification Phase 6)
+5 RpT (Railgun Harvesters Porto)
99% chance of +7.5 RpT (Yellow Zone Harvesting)
82% chance of +7.5 RpT (Green Zone Intensification Phase 7)
85% chance of +5 RpT (Railgun Harvesters Bissau)
36% chance of +20 RpT (Lunar Heavy Metals Mines Phase 3)

Very pessimistic outcome 1015 R
Median-ish outcome: ~1030 R
Very optimistic outcome 1050 R

[] Plan Renegotiated Rally
Infrastructure (+34) 6/6 Dice 90 R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 (3 Dice, 60 R) (94.5% chance)
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/320 (3 Dice, 30 R) (100% chance of Phase 2, 33% chance of Phase 3)
Heavy Industry (+29) 5/5 Dice + 2 Free Dice 190 R
-[] Continuous Cycle Fusion Plant (Phase 7) 153/300 (3 Dice, 60 R) (98.7% chance, median result 107/300 on Phase 8)
-[] Crystal Beam Industrial Laser Development 0/80 (1 Die, 10 R) (70% chance)
-[] Isolinear Chip Foundry Anadyr 0/320 (2 Dice, 100 R) (2/4 median)
-[] Suzuka Prototype Hover Chassis Factory 0/175 (1 Die, 20 R) (1/2 median)
Light and Chemical Industry (+24) 5/5 Dice 100 R
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 (2 Dice, 60 R) (Phase 1, 13% chance of Phase 2)
-[] Civilian Drone Factories 0/380 (1 Die, 10 R) (1/5 median)
-[] Chemical Fertilizer Plants 94/300 (2 Dice, 30 R) (17% chance)
Agriculture (+24) 4/4 Dice 50 R
-[] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (56% chance)
-[] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (Phase 3, 42% chance of Phase 4)
Tiberium (+39) 7/7 Dice 110 R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 (3 Dice, 60 R) (98.8% chance)
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 (2 Dice, 30 R) (82% chance)
-[] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance)
-[] Station Bay 0/400 (5 Dice, 100 R) (49% chance)
Services (+27) 5/5 Dice 60 R
-[] Professional Sports Programs 0/250 (3 Dice, 30 R) (49% chance)
-[] Hardlight Interface Development 0/40 (1 Die, 15 R) (100% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
Military (+26) 8/8 Dice + 5 Free Dice 235 R
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (2 Dice, 20 R) (70% chance)
-[] Light Combat Laser Development 0/40 (1 Die, 25 R) (100% chance)
-[] Firehawk Wingmen Drones 215/450 (4 Dice, 80 R) (94% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
Bureaucracy 4/4 Dice
-[] Interdepartmental Favors
-[] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)

Changes:

Infrastructure, Tiberium, Light Industry, unaffected. In each area, our needs haven't changed and we're still acting to support the tail-off of Steel Vanguard.

Heavy Industry slightly changed- three dice on Anadyr become two, to free up resources. Depending on how those first two dice go, we may want to commit either two dice (if we're unlucky) or one die (if we're lucky), to slow-walk the project to completion. The extra die can go to the Suzuka plant.

Agriculture, we get the freeze-drying plants back because we need them to hit the "+18 Stored Food" target in five quarters. The rest of the Agriculture dice are still on aquaponics.

Orbital is radically realigned. We try to finish off the Phase 3 lunar heavy metals mines because they're close and lucrative, but the bulk of our resources go to work on the station bay for Enterprise, which we'll need in order to get efficient construction of the first three phases of Shala (or Columbia). Doing this and the Leopard II yard in preparation will really help us get that station rolling.

Services gets filled out. I know some may question the sports programs, but the -1 Health tradeoff for +10 Political Support strikes me as being worth it, because I do NOT think we're suddenly going to get hit with yet another -7 Health or whatever out of the blue. Automated Medical Assistants is being postponed because without Nuuk Phase 4 coming down the pipeline immediately, we need to be a bit more careful about how we spend our Capital Goods. -4 Capital Goods for +2 Health is not necessarily a good trade; -1 Health for +10 Political Support almost certainly IS a good trade under present conditions.

In Military, I decided to go for a Talons project (light lasers) that I think would be desirable, because while we may not be able to afford it for all our vehicles, having modern STU-based infernium point defense lasers for shooting down antitank rockets and whatnot on Talons vehicles, Mastodons, and MARVs could be really helpful. It's an upgrade I'd like to see the Talons have before the Mastodon rollout, and doing more than the absolute minimum for the Talons will probably help mend bridges with them.
 
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I'd swap the Railgun Munitions for Mastodon Development. We really ought to know what the Deployment cost is going to be sooner rather than later. And I'm sure the Talons will design it for but not with light combat lasers if they feel that system would be useful on it, given that the Talons will be the ones developing the laser system.

And seriously, we have ~10 spare Mil dice across the next 5 turns, and 2 are getting spent this turn. Why is it that we needed to be super careful with Orbital dice to minimize need for free dice use (and praying we don't roll low), while it's okay to be pissing away Mil spare dice on stuff that's not Plan Goals (and not renegotiating any of those Goals to free up dice) while having a ~9 dice project waiting? Sure, it was a case of 2 spare dice across 5 turns instead of 10, but can we really trust in having enough free dice to cover for potential Mil dice shortfalls with a need to hammer out +18 Stored Food over the next 5 turns? Hell, keep Railgun Munitions and swap Light Combat Laser for Mastodon Development. Then we're only spending one spare die out of our 10 this turn.
 
Capital Goods: 11 Points
-[ ] Complete Anadyr and Industrial Lasers Before end of Plan
Food: 18 points in reserve
-[ ] Increase Food Reserve by an additional 30 points by the end of next plan and -5 Political Support
Processing: 280 points
[ ] Complete Hewlett Gardener Refits and increase income by 250 points
Complete OSRCT Phase 4
-[ ] Complete Phase 3 and -5 Political Support
Complete GDSS Enterprise
-[ ] Complete Three Phases of Shala
Complete at least four phases of Space Mines
-[ ] Complete at least three phases and -5 Political Support
Complete at least four phases of Karachi Planned City
-[ ] Commit to completing five phases by end of next plan


[] Plan: Protoplan q4 2061, Without Nuuk v3.
Infrastructure 6/6 100R

-[] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 4 dice 60R 87%
Heavy Industry 6/5 170R
-[] Continuous Cycle Fusion Plants (Phase 7) 153/600 3 dice 60R 99%
-[] Crystal Beam Industrial Laser Development 0/80 1 dice 10R 70%
-[] Isolinear Chip Foundry Anadyr 0/320 2 dice 100R 0%
Light & Chemical Industry 5/5 120R
-[] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 3 dice 90R 68%
Agriculture 4/4 50R
[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 3 dice 30R 0%
-[] Freeze Dried Food Plants 126/200 1 dice 20R 56%
Tiberium 7/7 110R
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 3 dice 60R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[] Railgun Harvester Factory (Porto) 44/70 1 dice 10R 100%
-[] Railgun Harvester Factories (Bissau) 0/70 1 dice 10R 85%
Orbital 9/6 175R
-[] GDSS Shala (Phase 1+2) 0/245 4 dice 80R 95%
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 dice 40R 67%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
-[] Outer System Survey Probes 0/190 1 Erewhon dice 15R 0%
Services 5/5 60R
-[] Professional Sports Programs 0/250 3 dice 30R 49%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Hardlight Interface Development 1 dice 15R 100%
Military 12/8 200R
-[] Firehawk Wingmen Drones 215/450 4 dice 80R 93%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 0/40 1 dice 15R 100%
-[] Railgun Munitions Development 0/60 1 dice 10R 87%
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[] Light Combat Laser Development 0/40 1 dice 25R 100%
-[] Mastodon Heavy Assault Walker Development 0/30 1 dice 10R 100%
Bureaucracy 4/4
-[] Security Reviews: DC50 3 dice 100%,
-[] Security Reviews

7/7 free dice
985/985R
 
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Where are the details on the Anadyr project?
In the last update?
[ ] Isolinear Chip Foundry Anadyr (New)
With the Isolinear chip a reality, rather than a work of science fiction, GDI can begin substantial development of a prototype small scale chip fabricator. While it will be a massively expensive project, it is putting resources towards a new generation of computing technology that leaves all existing models in the dust.
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
 
@Ithillid How does the Leopard II Factory's discounts work? Do both discounts work the same as the Station Bay discount, in that it doubles the amount discounted with each Phase? (I.E. -5 to the first phase, -10 to the second phase, -20 to the third phase, ect.) Is there any difference between the station discount and the lunar discount?

Also, does the lunar discount apply to the lunar mines, or is it only for non-mine projects in the future?

E: The reason I'm asking is to figure out if it's best to build both the Station Bay and the Leopard II Factory before we begin building the GDSS Columbia and Shala. (At least, best in the long term.)
 
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@Ithillid How does the Leopard II Factory's discounts work? Do both discounts work the same as the Station Bay discount, in that it doubles the amount discounted with each Phase? (I.E. -5 to the first phase, -10 to the second phase, -20 to the third phase, ect.) Is there any difference between the station discount and the lunar discount?
Stations are a bit special, so their discounts are more impactful. For the moon it is just going to be -5 per phase, and yes, it does apply to lunar mines.
 
I'd swap the Railgun Munitions for Mastodon Development. We really ought to know what the Deployment cost is going to be sooner rather than later
Railgun munitions? Surely not. And we have LOTS of precedent to tell us roughly what Talon deployment costs are.

And seriously, we have ~10 spare Mil dice across the next 5 turns, and 2 are getting spent this turn. Why is it that we needed to be super careful with Orbital dice to minimize need for free dice use (and praying we don't roll low), while it's okay to be pissing away Mil spare dice on stuff that's not Plan Goals (and not renegotiating any of those Goals to free up dice) while having a ~9 dice project waiting? Sure, it was a case of 2 spare dice across 5 turns instead of 10, but can we really trust in having enough free dice to cover for potential Mil dice shortfalls with a need to hammer out +18 Stored Food over the next 5 turns? Hell, keep Railgun Munitions and swap Light Combat Laser for Mastodon Development. Then we're only spending one spare die out of our 10 this turn.
I'm willing to consider it, but this is a fairly important tech to have in the tree, and I have every intention of throwing enough Free dice at Military to make up the difference.

I feel like the Anadyr project might become cheaper if we have things like Industrial Lasers and Bergen operating.
Yeah, but if we wait until they are, it's gonna be down to the wire on whether we finish it at all unless we waste dice.
 
Yeah, but if we wait until they are, it's gonna be down to the wire on whether we finish it at all unless we waste dice.
Depends on how many phases of Bergen we are talking about, if only phase 1, that means Q4 we can pump power and than Q1 when our income is higher pump Anadyr. With 4 dice we likely finish it Q1, at worst 1 dice followup Q2. Even at 3 dice on Anadyr Q1 and 1 dice Q2 and Q3 if needed we still have a turn left over.

Edit- we can have a good chance at punching out 2nd phase of bergen as well in Q4 which means Q1 Anadyr, it also means we likely punch out two phases of fusion
Infra 6/6 105R +34
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 3 die 60R 95%
-[] Rail Network Construction Campaigns (Phase 5) (Upated) 39/325 3 dice 45R 37%
HI 5/5+2 free 130R +29
-[] Continuous Cycle Fusion Plants (Phase 7) 153/300 6 dice 120R 99%, 74% for Phase 8
-[] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
LCI 5/5 110R +24
-[] Bergen Superconductor Foundry (Phase 1) 71/95 3 die 90R 100% (68% for phase 2)
-[] Civilian Drone Factories 0/380 2 die 20R 0%
Agri 4/4 60R +24
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
-[] Freeze Dried Food Plants 126/200 1 die 20R 56%
-[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%
Tiberium 7/7 130R +39
-[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 3 dice 60R 99%
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82% (100% for stage 6)
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
-[] 1 die 20R on ???
Orbital 6/6 140R +26
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 dice+Erewhon 60R 91% (10% for Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 50/320 2 dice 40R 0%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 die 40R 60%
Services 4/5 70R +27
-[] Automatic Medical Assistants 101/300 2 dice 40R 26%
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Hardlight Interface Development 0/40 1 die 15R 100%
Military 8/8+5 free 240R +26
-[] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%
-[] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
Bureau 4/4 +24
-??? 4
Free 7/7
2 HI, 6 Mil

985/975 Income +10 Reserve

Edit
E: The reason I'm asking is to figure out if it's best to build both the Station Bay and the Leopard II Factory before we begin building the GDSS Columbia and Shala. (At least, best in the long term.)
If I have the right calcs getting the Leopard II up saves about 2 dice from each station if we do so before starting, and given we likely need 5 dice to get it up and running well long term we would only need 1 more die of savings to make it break even, and with other stations and lunar projects to come we will hit that and more. This swings me back to keeping the Enterprise requirement- because we can knock that and the mines out and then start in on Station bay and Leopard II, and once those are down can plow through Shala and Columbia fairly quickly.

Leopard II for Shala and Columbia, -5, -10, -20, -40, -80 for 155 (avg dice for orbital stations is 81.5 so a bit under 2 dice by 8 points) (about 5 dice- 77% to deploy)
Station Bay -10, -20, -40, -80, -160 for 310 (a bit under 4 dice saved from each) (about 6 dice 85% to deploy)

Edit 2-
Rough plan for orbital- finish mines into Enterprise 2, Q4 next year 1 die +1 AA or Erewhon on Orbital cleanup (54% to finish both phases) any other spare orbital dice go into station bay and leopard II, follow up with getting those finished 1st year of new plan and then work on stations, lunar projects and sats as needed.
 
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For Orbital, I'm thinking that we should build both the Station Bay and the Leopard II Factory next. The reason is that they're both long term investments, and the more of the next station and mine phases we build before doing these projects, the less benefit they give. So while the Leopard II only goes beyond breaking even if we factor in a few Lunar Mines, that benefit goes away immediately if we so much as build the Phase 1 of GDSS Columbia/Shala before we build the Leopard factory. (Completing the factory after Phase 1 of the next station would mean we only save 75 progress on that station, instead of 155 progress.) And the more we build before we finish the factory, the less useful and impactful its discounts will be.

As a quick general plan sketch, here's how we could do Orbital going forward for the rest of the Plan:

Q4 2060:
-[] Orbital 6/6 +1 Erewhon dice 140R
--[] Leopard II Factory 0/350 4 dice +1 Erewhon die 100R 63%
--[] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%

Q1 2061:
-[] Orbital 6/6 +1 Erewhon dice 140R
--[] Station Bay 0/400 4 dice +1 Erewhon die 34%
--[] Leopard II Factory 0-1 die
--[] Lunar Heavy Metals Mines (Phase 3) 0-1 die
--[] Lunar Rare Metals Harvesting (Phase 1) 0/145 2 die 40R 71%
--(Mines altered to include anticipated discounts.)

Q2 2061:
-[] Orbital 6/6 +1 Erewhon dice 140R
--[] Station Bay 0-2 dice
--[] Lunar Rare Metals Harvesting (Phase 1+2) 0/265 3 dice 60R 35%
--[] Lunar Regolith Harvesting (Phase 2) 50/305 3 dice +1 Erewhon die 80R 75%

Q3 2061:
-[] Orbital 6/6 +1 Erewhon dice 140R
--[] GDSS Columbia/Shala (Phase 1+2+3) 0/475 6 dice +1 Erewhon die 140R 74%
--(Down from 0/580 for the first three phases.)
--[] Lunar Mines 0-2 dice

Q4 2061:
-[] Orbital 6/6 +1 Erewhon dice 140R
--[] GDSS Columbia/Shala 0-1 die
--[] Whatever with the remaining 5-6 dice and Erewhon die. Could just do Columbia/Shala Phase 4 immediately, anyways. (0/555 with both discounts.)

Huh. Now that I've thrown the above all together, I'm not completely happy with possibly waiting until Q3 before building Columbia/Shala. But we really can blast through the entire first three phases in only one turn, even right now without any discounts. Plus there's nothing stopping us from just overflowing our way towards getting the fourth Phase, or pushing Free Dice here to cover bad rolls once the war ends, etc. etc. IDK, does the above seem viable enough?
 
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We have plan goal of: Stations: 1139 Points

So unless that changes in the upcoming minivote we do not have enough dice for both station bay and leopard 2.
 
The station progress plan goal has been folded into the Enterprise plan goal due to redundancy and is no longer tracked.
 
To be honest, Shala is something that can be put on the backburner for Columbia. Because Columbia is our solution for the aging population which the thread keeps on forgetting. GDI is not blessed with youth these days and the fecundity of our people is way below replacement level at that. We are only able to have a hundred million new citizens through emergency immigration and it's currently refugee waves that we are currently spending a lot of resources to keep up with the unfortunate effects of terrorist attacks on our territory. Though at least we have enough food that corpse starch is not on the table.
 
This plan is assuming the following has been chosen
-[] Replace "11 Capital Goods by end of Plan" with "Complete Anadyr and Industrial Lasers Before end of Plan"
-[] Replace "Complete GDSS Enterprise" with "Complete Three Phases of Shala/Columbia"
-[] Replace "Four more phases of moon mines" with "Complete at least three phases and -5 Political Support"
-[] Replace "Karachi Phase 4 by 2061Q4" with "Commit to completing five [Karachi] phases by end of next plan."
It is also very similar to Simon's Renegotiated Rally Plan, though there are some key differences.

[] Draft Plan: A Silicon Eyed Missile Machine
Infrastructure 6/6 Dice 105 R
-[] Yellow Zone Fortress Towns (Phase 6): 112/300 (3 Dice, 60 R) (95% chance)
-[] Rail Network Construction Campaigns (Phase 5): 39/325 (3 Dice, 45R) (37% chance)

Heavy Industry 5/5 Dice + 1 Free Dice 170 R
-[] Continuous Cycle Fusion Plant (Phase 7): 153/300 (3 Dice, 60 R) (99% chance)
-[] Crystal Beam Industrial Laser Development: 0/80 (1 Die, 10 R) (70% chance)
-[] Isolinear Chip Foundry Anadyr: 0/400 (2 Dice, 100 R) (2/4 median)

Light and Chemical Industry 5/5 Dice 120 R
-[] Chemical Fertilizer Plants (Phase 2): 94/300 (2 Dice, 30 R) (17% chance)
-[] Bergen Superconductor Foundry (Phase 1): 71/285 (3 Dice, 90 R) (100% chance, 68% chance of Phase 2)

Agriculture 4/4 Dice 50 R
-[] Blue Zone Aquaponics Bays (Phase 3): 30/280 (3 Dice, 30 R) (100% chance, 42% chance Phase 4)
-[] Freeze Dried Food Plants: 126/200 (1 Die, 20 R) (56% chance)

Tiberium 7/7 Dice 110 R
-[] Yellow Zone Tiberium Harvesting (Phase 10): 174/350 (3 Dice, 60 R) (99% chance)
-[] Intensification of Green Zone Harvesting (Stage 6): 46/100 (2 Dice, 30 R) (100% chance, 82% chance of Stage 7, 8% chance of Stage 8)
-[] Railgun Harvester Factoruy (Bissau): 0/70 (1 Die, 10 R) (85% chance)
-[] Railgun Harvester Factory (Porto): 44/70 (1 Die, 10 R) (100% chance)

Orbital 6/6 Dice + Erewhon 140 R
-[] Leopard II Factory: 0/350 (4 Dice + E, 100 R) (63% chance)
-[] Lunar Heavy Metals Mines (Phase 3): 217/375 (2 Dice, 40 R) (60% chance)

Services 4/5 Dice 45 R
-[] Professional Sports Programs: 0/250 (3 Dice, 30 R) (49% chance)
-[] Hallucinogen Development: 0/60 (1 Die, 15 R) (88% chance)

Military 8/8 Dice + 6 Free Dice 245 R
-[] Firehawk Wingmen Drones: 215/450 (3 Dice, 60 R) (57% chance)
-[] Railgun Munition Development: 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5): 54/200 (2 Dice, 20 R) (70% chance)
-[] Escort Carrier Shipyards (Nagoya): 0/120 (3 Dice, 60 R) (54% chance)
-[] Shark Class Frigate Shipyard (Seattle): 0/300 (1 Die, 20 R) (1/4 median)
-[] Shark Class Frigate Shipyard (Melbourne): 172/300 (2 Dice, 40 R) (82% chance)
-[] Mastodon Heavy Assault Walker Development: 0/30 (1 Die, 10 R) (100% chance)
-[] Light Combat Laser Development: 0/40 (1 Die, 25R) (100% chance)

Bureaucracy 4/4 Dice
-[] Security Review (Bureaucracy): (3 Dice, two rolled) (100% chance)
-[] Interdepartmental Favors: (1 Die, Auto)

985/985 (975+10)
7/7 Free Dice
1/1 Erewhon Die

Energy Budget (Worst Case): 15 Current + 16 Fusion + 1 Bergen - 1 Fertilizer - 1 Freeze Dried - 2 Bissau - 2 Porto - 6 Firehawk - 5 Nagoya - 6 Melbourne = 9

Projected Income Q1 2061: 975 + 7.5 * 99% + 7.5 * 100% + 7.5 * 82% + 7.5 * 8% + 5 * 88% + 5 * 100% + 20 * 60% = 1018.075 RpT on Average
Min Income = 990 RpT
Max Income = 1045 RpT

Infrastructure: Keeps what has been working in securing Steel Vanguard, though the expectations are switched up from last turn's. Goal is to finish a phase of Fortresses and if not finish a phase of Rail, get very far along it.

Heavy Industry: Knock out the next phase of Fusion and start Anadyr. Also looking to pick up the Industrial Lasers and remove that part of the new Plan and see if they reduce progress requirements or have other effects.

LCI: Focus on Bergen with the remaining dice going into Fertilizer plants Goal being to not over complete the latter and slow walk it. No current need to rush Food, especially with the agricultural dice allocations. Speaking of.

Agriculture: One die on Freeze Drier Plants to give it a coin flip. It is a good source of Food, and we need it for the Food Reserve goal. BZ aquaponics takes the rest of the dice with the goal being to shore up our Food surplus. It was this or mechanization, and I'd prefer a larger initial boost to Food just cause our situation could change rapidly. I'll note we need 4 more Food to supply all the Food Stockpiles, assuming none is consumed by refugees, so best to have a bit of a buffer with BZ Aquaponics.

Tiberium: Next phase of YZ Harvesting along with catching up on the GZ Harvesting to add some income along with securing our backline now that the war is sort of winding down. Similar logic for the dice on Porto and Bissau, now that Reynaldo's forces are moving to guerrilla ops, it would be very beneficial if the Harvesters in their area are better armed and able to ward off potential attacks by irregular forces. This also applies to Bissau, where its located in west Africa to secure against Mehretu's and the Ten Rings raids.

Orbital: This comes from Derpmind's plan sketch which righty points out that while we could slam out the first three phases of either Columbia or Shala in one turn, but that it is more beneficial if we build the two Station progress reducers first, and its better to build the Leopard II Factory cause it could have an effect on the remaining Lunar Mines as we still want to get those done before moving to the Station Goal.

Services: I don't know if there is going to be a deployment project for Mind Shields. If there is it seems prudent to rush for it, and this plan will change, otherwise identical to Simon's earlier plan to save R for Anadyr.

Military: Continuing the rollout of the shipyards and Firehawks. Along with improving our consumables situation via the Ablat, as of last, we knew that things would need to slow down if our stockpiles were not reinforced, but we only had a timeline for the shells, which will have improved with the completion of the last phase of shell plants. Getting the Railgun Munitions to remove that from the list and to save R. Additionally, getting the Mastodon to plan out the last year of the plan more accurately, and to improve the Steel Talon's situation (which the Light Combat Laser will also do). They are the ones primarily going up against the Order thanks to their task of defending key sites, and I'd really like to reduce their ability to run wild.
 
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Population fertility for people born and raised in the Blue Zones is below replacement rates, but I'm curious what the patterns look like for former Yellow Zoners. Abstract problems of hopelessness and malaise making you not want kids are very much First World Problems that our new citizens probably don't suffer from as often. If 30% of our population is suddenly people socialized in the Yellow Zones with Yellow Zone attitudes towards procreation and child mortality but with access to Blue Zone levels of food/water/medicine/housing/civil society we might end up getting a naturally positive growth rate.
 
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Population fertility for people born and raised in the Blue Zones is below replacement rates, but I'm curious what the patterns look like for former Yellow Zoners. Abstract problems of hopelessness and malaise making you not want kids are very much First World Problems that our new citizens probably don't suffer from as often. If 30% of our population is suddenly people socialized in the Yellow Zones with Yellow Zone attitudes towards procreation and child mortality but with access to Blue Zone levels of food/water/medicine/housing/civil society we might end up getting a naturally positive growth rate.
As much as we can hope I would think NOD warlords would be quite tyrannical in their population control methods because of the encroaching Tiberium. I would expect that as they are transitioning to less human-intensive warfare like the GDI the meat needed would be lessened and could be done for more productive duties. Though I would think with India, Bintang, and Stahl going to be part of the premiere warlords of NOD there is still a perverted sense of hope that the Brotherhood will be victorious so they might get more people. But, I think the people who immigrated to GDI territory are the ones that have less hope than a normal blue zoner.
 
I'm willing to consider it, but this is a fairly important tech to have in the tree, and I have every intention of throwing enough Free dice at Military to make up the difference.
But can we guarantee enough free dice over 2061?

What's Q4 2060-Q4 2061 look like for Food production / Stored Food budget needs? Are we going to be needing free dice spent over there to ensure we can stay food positive and add 18 Stored Food? I don't really do Plans, so I'm honestly not sure around what's needed over the next 4-5 turns to handle this requirement.

Thoughts on Mil Dice Usage over rest of Plan (only Mil Dice, no Free/AA/Erewhon Dice considerations as those are "optional" expenditures)
Q4 2060 7/8
Railgun Munitions 1D
Mastodon Dev 1D
CE Nagoya 3D
Ablat Plating 2D

Q1 2061 8/8
URLS 2D (or 3D if Nagoya completed)
CE New York 3D
CE Nagoya 1D?
ASAT Phase 4 2D

Q2 2061 8/8
CE Dublin 3D
CE New York 1D?
URLS 1D? (If New York completed)
ASAT Phase 4 1D
OSRCT Phase 3 3D (4D, if URLS and New York completed)

Q3 2061 7-8/8
CE Dublin 1D?
OSRCT 5D
Mastodon 2D+

Q4 2061
Clean up whatever didn't get finished with Plan Goals.

The thought here is: This is a rough-ish guideline on what we could do per turn for Plan Goals (shifted around as needed to finish off nearly done projects and the like). Anything above and beyond getting funding each turn is based on the whims of available Free/AA/Erewhon Dice. And given that 2-3 free dice a turn are likely going to Frigate yards until they're done....
 
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