just something l wanted to make

[x] Plan spread the love
Infrastructure (6 dice)
-[x] Blue Zone Reconstruction (Phase 2) 5D 50 res
-[x] Rail Link Reconstruction (Phase 2) 1D 20 res
Heavy Industry (3 dice)
-[x] Blue Zone Microgeneration Program (Phase 1) 1 dice 5 res
-[x] North Boston Chip Fabrication (Phase 3) 2 dice 30 res
-[x] Yellow Zone Power Grid Extension (Phase 2) 2 free dice 10res
Light and Chemical Industry (3 dice)
-[x] Lithium Battery Plants 2 dice 20 res
-[x] Toy Plants 1 dice 5 res
Agriculture (3 dice)
-[x] Vertical Farming projects 3 dice 45
Tiberium (6 dice)
-[x] Blue Zone Perimeter Redoubts (Phase 3) 1 dice 20 res
-[x] Blue Zone Perimeter Outposts (Phase 4) 1 dice 20res
Orbital Industry (3 dice) (1 fusion lift die)
-[x] Expand Orbital Communications Network (Phase 2) 1 dice 30 res
Services (3 dice-1free)
-[x] Reopen the Publishing Houses 2 dice 20 res
-[x] Expand Local Public Media Operations 1+1 dice 20 res
Military (3 dice)
-[x] Reclaimator Hubs 1 dice 25res
--[x] Reclaimator Hub Blue Zone 1 (Progress 39/125)
-[x] Orbital Strike Regimental Combat Team Development 2 dice 30res
Bureaucracy (3 dice) (-2 dice for Washington Conference. Net =1)
-[x] Security Reviews-Heavy Industry 1 dice+ 1 free dice
 
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[X] Plan Cap Goods and Tiberium Fires
Infra 2/6 30R +8
-[X] Yellow Zone Reconstruction (Phase 3) 82/200 2 dice 30 R 63%
HI 3/3 +3 free 90R +8
-[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45 R 90%
-[X] New Moscow Robotics Works 0/200 2 dice 40 R 5%
-[X] Yellow Zone Power Grid Extension (Phase 2) 74/300 1 dice 5 R 0%
LC 3/3 30R +8
-[X] Lithium Battery Plants 0/200 3 dice 30 R 43%
Agri 0/3 0R +8
Tiberium 5/6 100R +28
-[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 dice 20 R 82%
-[X] Blue Zone Perimeter Outposts (Phase 4) 61/150 2 dice 40 R 99%
-[X] Red Zone Enclosure Campaigns 0/200 2 dice 40 R 26%
Orbital 1/3 20R +8
-[X] GDSS Enterprise (Phase 1) 0/100 1 Fusion die, 20R 24%
Services 3/3 25R +23
-[X] Reopen the Publishing Houses 0/150 2 dice 20 R 62%
-[X] Craft Shops and Maker facilities 0/200 1 dice 5 R 0%
Military 3/3 + 1 free 55R +3
-[X] Zone Suit Factories(Newark) 0/75 2 dice 30 R 86%
-[X] Orbital Strike Regimental Combat Team Development 53/75 1 dice 15 R 97%
-[X] Light Combat Hydrofoil development 0/40 1 dice 10 R 79%
Bureau 2/3 0R +8
Free 5/5

350/350 R
65 PS

Why start work on Robotics Plant? 1) cap good that costs no energy 2) fixing our cap good shortage will reduce progress needed to complete some projects and open other large projects and 3) Robotics itself does: replacing humans in construction will speed along many projects

So basically between fixing cap goods and getting Robotics Works online we are going to drop the progress needed for some of the options which means we can get through more options overall. This logic also applies to Lithium Battery Plant (reduces cost of some mil options by 5 R per dice meaning we can activate more dice each turn and progress needed for some options). Adding up the progression reduction options is going to pay off dividends long term.
YZ recon helps with logistics inside the YZ and will ease the food distribution problems we have there and help with outpost and redoubt pushes
Chip Fab is self explanatory- all of our stuff needs chips and this supplies that need on the cap goods side with a bonus of consumer goods
New Moscow Robotics is chipping away as finishing it will: replacing humans in construction will speed along many projects and with the chips phase 3 finishing we will have full capacity
YZ Power Grid is using 5 R that was leftover as we will need more power and this is a cheap way to get it
Lithium Battery- reduces cost of some Mil projects by 5 R per dice which means we can activate more dice each turn once this finishes- helpful now as we still have idle dice (10 this turn and a lot more once we get to the next plan phase and are down to about 200 income per turn) and reduces progress needed for some projects, as a bonus we get +1 to logistics

Redoubts are 4 mitigation (of the 24 we need for plan and also to reduce tib spread) and +5 R so no brainer there
Outposts are 5 mitigation and +5 R so even better than redoubts!
Red Zone gives us 4 mitigation in the RZ an area that we are low on mitigation so it will slow the shrink of the YZ, we would need 5 dice on BZ fencing for a worse chance to finish this turn, BZ outpost phase 4 is unknown and if that has same or better odds that would get subbed in here instead

Enterprise once we hit phase 2 makes space actions easier and allows easier cleanup of the orbit- using our fusion lift dice each turn for the rest of the plan since we get a discount and we will have to go back to ignoring orbital for the start of the next plan given our income reduction
Publishing Houses- +2 Consumer Goods, +5 PS and aids in counter NOD propo
Craft Shops is using the other 5 R I had open to get some progress (and once it finishes +1 Consumer Good and +5 PS)

More Zone suits, this one near the chip factory in Boston as we are short on those and with the tool plant and boston phase 3 plus robotics coming online production should increase as we rely less on hand labor to make these
Orb Strike- finish the 1st phase of this so we can do 2nd phase the following turn and finish our space requirements for the current plan
Hydrofoils- gives us a patrol craft we can use to intercept NOD raiders as we control a lot of island territory they would otherwise have difficulty accessing
Also 4 dice on the mil because as we saw NOD is not staying idle in Mil development, we cannot afford to either
 
[X] Plan The Gambler's Friend

Infra 4/6 45R +8
-[X] Blue Zone Reconstruction (Phase 2) 33/500 3 dice 30R 0%
-[X] Yellow Zone Reconstruction (Phase 3) 82/200 1 die 15R 6%

HI 3/3 +1 free 70R +8
-[X] North Boston Chip Fabrication (Phase 3) 474/600 2 dice 30R 56%
-[X] New Moscow Robotics Works 0/200 1 die+1 free die 40R 5%

LC 3/3 35R +8
-[X] Toy Plants 68/100 1 die 5R 92%
-[X] Chemical Precursor Plants 36/200 2 dice 30R 23%

Agriculture (3 dice) 3/3 30R +8
-[X] Yellow Zone Aquaponics Bays (phase 1) 0/80 1 die 10R 44%
-[X] Luxury Aquaponic Bays 0/100 2 dice 20R 77%

Tiberium 6/6 100R +28
-[X] Blue Zone Perimeter Fencing (Phase 2) 36/400 1 dice 15R
-[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
-[X] Blue Zone Perimeter Outposts (Phase 4) 61/150 1 die 20R 55%
-[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
-[X] Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%

Orbital 1/3 20R +8
-[X] GDSS Enterprise (Phase 1) 0/100 1 die 20R 24%

Services (3 dice+3free) 3/3 +3 free 30R
-[X] Tertiary Schooling 0/500 3 dice+2 free 25R 3%
-[X] Alternate Education Programs 0/200 1 free dice 5R 0%

Military 2/3 15R
-[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%

Bureaucracy 3/3+1 free
-[X] Security Reviews-Military 1 dice+ 1 free dice+1 military die




Uses all 350 resources, and while it avoids super-high completion of any one project, it should land us firmly in range of a wide variety for the next turn, sweeps the military for Nod infiltrators in the wake of the theft of the Tacitus and mass recruitment, while scratching the itch to rebuild the Blue Zones and see what's behind that project. That said, it's a little risky-but what's life without some danger, and if we stumble we can easily recover next quarter.
 
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[X] Plan Living the Good Life
Infrastructure (6 dice)
-[X] Yellow Zone Reconstruction (Phase 3), 2 dice (30 Resources)
Heavy Industry (3 dice)
-[X] North Boston Chip Fabrication (Phase 3), 3 dice (45 Resources)
Light and Chemical Industry (3 dice)
-[X] Toy Plants, 1 die (5 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Aquaponics Bays (Phase 1), 1 die (10 Resources)
-[X] Luxury Aquaponic Bays, 2 dice (20 Resources)
-[X] Refill Strategic Food Stockpiles
--[X] Small Stockpiles (- Food ++ Stored Food)
Tiberium (6 dice)
-[X] Blue Zone Perimeter Redoubts (Phase 3), 1 die (20 Resources)
-[X] Blue Zone Perimeter Outposts (Phase 4), 1 die (20 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 4), 1 die (25 Resources)
-[X] Tiberium Glacier Mining (Phase 4), 2 dice (60 Resources)
-[X] 1 die security review
Orbital Industry (3 dice) (1 fusion lift die)
-[X] GDSS Enterprise (Phase 1), 1 fusion die (20 Resources)
Services (3 dice + 4 Free)
-[X] Tertiary Schooling, 2 dice (10 Resources)
-[X] Alternate Education Programs, 3 dice (15 Resources)
-[X] Reopen the Publishing Houses, 2 dice (20 Resources)
Military (3 dice)
-[X] Zone Suit Factories (Newark), 2 dice (30 Resources)
-[X] Orbital Strike Regimental Combat Team Development, 1 die (15 Resources)
Bureaucracy (3 dice) (-2 dice for Washington Conference, +1 Free)
-[X] Security Reviews (Tiberium), 2 dice
Total cost: 345 Resources (5 reserved)
 
[X] Plan SPACE Core
Heavy Industry 5 Dice 70R
-[X] North Boston Chip Fabrication [2 Dice, 30 Resources, 56%]
-[X] Union Class Construction Yard [3 Dice, 40 Resources, 43%]
LC Industry 1 Die 5R
-[X] Toy Plants [1 Die, 5 Resources, 91%]
Tiberium 6 Dice 110R EV 7.08
-[X] Blue Zone Perimeter Redoubts [1 Die, 20 Resources, 82%] EV: 3.28
-[X] Blue Zone Perimiter Outposts [1 Die, 20 Resources, 55%] EV: 2.75
-[X] Tiberium Glacier Mining [1 Die, 30 Resources, 12%]
-[X] Red Zone Enclosure [2 Dice, 40 Resources, 26%] EV: 1.05
Orbital Industry 4 Dice 110R
-[X] GDSS Enterprise [1+3 Dice, 20+90 Resources, Phase 1 - 100%, Phase 2 - 20%]
Services 4 Dice 20R
-[X] Technical School Program [4 Dice, 20 Resources, 56%]
Military 3 Dice 35R
-[X] Orbital Strike Regimental Combat Team Development [1 Die, 15 Resources, 95%]
-[X] Shell Plants [2 Dice, 20 Resources, 26%]
Bureaucracy 1 Die
-[X] Security Review [Tiberium, 1 Die]

350/350R
4/5 Free dice used

This is the most space-focused plan that I could make viable. It does some tiberium and military firefighting, finishes off some partially complete projects, and kickstarts space. As the Enterprise is the keystone project for space infrastructure, the further we can push it, the more we can actually see all the other directly useful space projects it unlocks. Finally, Technical Schools are an affordable useful schooling project we can probably complete.
 
It's a good plan with a good mix of long-term completion with short term gain.

My only real complaint is the light industry, the reasoning behind hitting the Lithium Battery Plants is that it'll cut 5R from many military projects. The sooner we get that reduction the better and we definitely need it before the end of the year.
 
[X] preparing for the future
Infra(15R):
-[X] Yellow Zone Reconstruction (Phase 3) 82/200 1 dice 15R 6%
HI(45R):
-[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45R 90%
LI(35R one free):
-[X] Toy Plants 68/100 1 die 5R 92%
-[X] Lithium Battery Plants 0/200 3 dice 30R 43%
Agri(10R):
-[X] Luxury Aquaponic Bays 0/100 1 die 10R 24%
tiberium(140R)
-[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
-[X] Blue Zone Perimeter Outposts (Phase 4) 61/150 1 dice 20R 55%
-[X] Tiberium Glacier Mining (Phase 4) 2 dice 60R 82%
-[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
-[X] Red Zone Enclosure Campaigns 0/200 1 dice 20R
orbital(20R)
-[X] GDSS Enterprise (Phase 1) 0/100 1 die 20R 24%
Sevices(45R 4 free dice):
-[X] Reopen the Publishing Houses 0/150 2 dice 20R 62%
-[X] Tertiary Schooling 5 dice 0/500 25R 3%
Military(35):
-[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
-[X] Advanced Myomer Works 0/125 2 dice 20R 48%

With the tacticus raid over we can spend time and dice on long term improvements for the military with the two factories to support their production.
Toy factories and Boston provide consumer goods this turn and with luck Luxury Aquaponic Bays as well.
Tiberium should remain at 6 dice glacier mining will pay for itself before the plan is done and the added resources will help the other departments during the next plan. We want to complete the abbatment goal before the last turn else we might end up putting all of our free dice into tiberium then to guarantee making our goal.
Enterpise will allow us to clean the obits making communications and orbital troops saver.
Publishing Houses will help spread information and propaganda to counter NOD.
Advanced Myomer Works will lead to improved prosthetics, cheaper walkers, and improved zone suites.

Also an approval vote for:
[X] Plan The Gambler's Friend
 
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[X] Plan Focused Enterprise
Heavy Industry 3 Dice 45R
-[X] North Boston Chip Fabrication (Phase 3) 474/600 3 dice 45R 90%
Tiberium 6 dice 145R
-[X] Blue Zone Perimeter Redoubts (Phase 3) 138/200 1 die 20R 82%
-[X] Red Zone Tiberium Harvesting (Phase 4) 95/150 1 die 25R 89%
-[X] Tiberium Glacier Mining (Phase 4) 68/200 2 dice 60R 82%
-[X] Red Zone Enclosure Campaigns 0/200 2 dice 40R 26%
Orbital Industry 3 dice, 80R
-[X] GDSS Enterprise (Phase 1) 3 dice 80R 97%
Services 3+5 free dice, 50R
-[X] Technical School Program 0/300 4 dice 20R 56%
-[X] Craft Shops and Maker facilities 0/200 2 dice 10R 20%
-[X] Reopen the Publishing Houses 0/150 2 dice 20R 62%
Military 2 dice, 30R
-[X] Orbital Strike Regimental Combat Team Development 53/75 1 die 15R 97%
-[X] Zone Suit Factory: Glasgow 0/75 1 die 15R 44%

350/350 R
5/5 Free dice used

As mentioned, slightly less space-focused than Esprit's plan, gets us an increase of 55-85 income, finishes off Boston Phase 3 to get progress on Capital and Consumer Goods, and puts a lot of effort into Services to work on those fires. And gets 5 mitigation with good progress towards 4 more.
 
[X] Plan Living the Good Life
[X] Plan The Gambler's Friend
Bureaucracy 3/3+1 free
-[X] Security Reviews-Military 1 dice+ 1 free dice
The last time we failed a security review we had all our fungus bars poisoned. I really don't think taking a risk with only 1 die here is a good idea. E: This has been fixed.
 
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[X] Plan Living the Good Life

A very well balanced plan. We Badly need consumer goods too.
 
why dont people want to do Blue Zone Reconstruction (Phase 2) when basicly says the rail lines move a lot of the stuff by hand and there still a few ports with heavey battle damage in them???
 
why dont people want to do Blue Zone Reconstruction (Phase 2) when basicly says the rail lines move a lot of the stuff by hand and there still a few ports with heavey battle damage in them???
It is a 500 point project that on its own only gives + Logistics, + Health so mechanic wise the benefit won't be till the follow-up projects.
Cities moving goods by hand to use the rail lines is a minor issue compared to the fact that there are no rail links to the fortress cities.
 
It is a 500 point project that on its own only gives + Logistics, + Health so mechanic wise the benefit won't be till the follow-up projects.
Cities moving goods by hand to use the rail lines is a minor issue compared to the fact that there are no rail links to the fortress cities.
to be fair as well im surprised there no political support on that to you would think people would hate to see the blue zone so damaged
 
I want those robotics in Moscow, but working to make food growing better will ease a lot as well.

[X] The Gambler's Friend
[X] Plan Living the Good Life
 
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