Not quite, most tiberium projects in red zones should give us some energy now, possibly the ones in yellow zones as well.
Not quite, most tiberium projects in red zones should give us some energy now, possibly the ones in yellow zones as well.
I think the general idea is to do those after the war winds down. Because mid war and post war surveys are going to give very different results, so we might as well save it and only do it once rather than twice.In Bureaucracy we have these left, the first could be done with the help of the Erewhon dice
[] Conduct Economic Census DC 100/150/200/250, DC 250 3 dice 42%, 4 dice 86%, 5 dice 99%
[] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 2 dice 36%, 3 dice 87%, 4 dice 99%
That leaves 8 Bureaucracy dice in this plan:
We have spare dice in tiberium, LCI, Infrastructure and services so security reviews for those four in turns we do expensive projects like portals/scrin research
That leaves 4 dice to turn into two Administrative Assistance dice
As these do not get a bonus putting them on cheap projects would be ideal, where the lower rolls matter less.
Zone Defender Revision 0/40 1 die 15R 100%
Zone Lancer Development 0/40 1 die 15R 100%
would be my picks, as rollout of these will be cheap with the six existing zone armor factories being 75 points each so any refit will be small as well.
And then build a single zone armor factory so zone armor training can begin and we have a core of officers and nco's that know how to use it when we build the rest of the factories in a year or two.
Plan for +16 Power it gives us a margin in case of sabotage or nat 1's while rolling the HI dice.
I like to fit in Advanced Alloys Development, if only to get the alloys ready for the research departments working on the next generation of aircraft and ground vehicles. It might be the final push needed for the Appollo-A to be enough better then the existing craft for a project to show up in a few turns.
There's no vote open.[X] Plan: Q1 2061
Infrastructure 6/6 70R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/320 3 dice 30R 65%
-[] Caloric Reclamation Processor Deploy 2 dice 20R
Heavy Industry 5/5 130R
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 1 dice 50R
Light & Chemical Industry 5/5 75R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 1 dice 30R
-[] Civilian Drone Factories 104/380 3 dice 30R 24%
Agriculture 6(5+admindice)/4 60R
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 4 dice 40R 97%
-[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[] Extra Large Food Stockpiles 1 admindice auto
Tiberium 7/7 145R
-[] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[] Red Zone Containment Lines (Stage 6) 54/200 2 dice 50R 87%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 61%
Orbital 8(7+Erewhon)/6 160R
-[] GDSS Enterprise (Phase 5) 102/1535 4+1 Erewhon dice 80R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5/5 145R
-[] Professional Sports Programs 0/250 3 dice 30R 49%
-[] Hallucinogen Development 0/60 1 dice 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
Military 14(13+admindice)/8 235R
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 45%
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 die 60R 28%
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[] Railgun Munitions Development 38/60 1 admindice 10R 94%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Escort Carrier Shipyards (New York) 0/240 3 dice 60R 54%
Bureaucracy 4/4
-[] Administrative Assistance 4 dice
7/7 free dice
1/1 Erewhon dice
1020/1020R
-Using Erewhon to do the Extra Large Food Stockpiles action. It's an autosuccess, and we are tight on agriculture dice, so it's a good fit.
We're not going to go negative in food while we have reserves so there's basically no risk thereSo I don't disagree that using Erewhon for the food stockpile action is a good idea, but I don't know that it's a good idea to do this turn do to how much food it would use. We currently have something like 18 Food + 6 from BZ Aquaponics completed this turn - ?? (5)* Food from Refugees arriving this turn. That should leave us with ~19 Food. Extra Large Food Stockpiles consumes 16 Food currently unless we complete the cursed Freeze Dried Food Plants project. We need that project complete and hopefully the Nat 1 won't cause too many issues with getting that project complete. Still I'd prefer avoiding using Erewhon for that project this turn, mostly to keep our Food Surplus high while we are intaking the Refugees. It is definitely a great idea to use Erewhon for that when we do take that option.
In general though I don't want to lay out plans just yet cause of how many unknowns there are: Caloric Reclamation, Crystal Laser, Ion Storm Collector, Security Electrolaser, and Mastodon Deployments are all going to be things we might want to pick up for the coming turn. Not to mention how the Freeze Dried Food Plants might change from the Nat 1. There is too much in the air in my opinion to form more than a general outline for certain sectors.
*5 Food is the average per turn increase in food consumption from the Refugees from Q1 to Q3.
We're not going to go negative in food while we have reserves so there's basically no risk there
Not really? It'd be more of a reduction in the amount we're storing. We can just not store food and use that production if we ever go negative, even before we have to use any of the stored foodIt would be a decrease in Food variety and quality if we went negative though. And its right before our next Plan is discussed, so its something I'd prefer to not risk if we don't have to. Especially since we can use Erewhon to boost out the Orbital requirements or other Agriculture requirements before. Especially if we do start having to feed people the mushroom bars again. That wouldn't be a good thing.
Really want to at least try to fit a few more dice into this- preferably in ways that don't burn Energy on net.Military
We have 32 dice. I'm bumping that up with 2 Free dice per turn, for 40 dice.
I don't think we should go any higher. We have many other areas that are falling behind, and for every 2 free dice we add to Military, we seem to end up adding another 1 free dice to build more Fusion plants. We can't afford to have Military suck up all the free dice when other areas need catching up. We especially cannot afford HI falling behind as we are going to lose a die there for the Alternative Energy trickle next Plan.
Plan Goals:
ASAT 4, 3 dice 60R.
OSRCT 4, 9 dice 180R.
Railgun Munitions Development, 1 die 10R.
URLS 3, 3 dice 45R 2E.
Mastodon Deployment, ??? assuming 4 dice 80R 4E.
Carrier Shipyards, 8 dice 160R 15E.
Sub-Total: 28 dice 390R 21E. (Hrm, I think I must have missed one project last time.)
Important Extras:
SADN 1, 4 dice 80R.
Skywatch Telescope, 1 die 10R.
Seattle Frigate Shipyard, 4 dice 80R 6E.
Medium Tactical Plasma Weapon Deployment, 1 die 30R.
Sub-Total: 10 dice 200R 6E.
Total: 38 dice 590R 27E.
2 spare dice in case of blow-outs, but we likely want more. Although we also have Erewhon to catch blow-outs. Might be fine.
Okay, yeah, that strains things. Hopefully the Agriculture dice are less strained if we can do a corpse starch project with Infrastructure. And you're right, we do need to be careful not to overdo Free dice in Military for the next turn or two, just to make sure we have the budget we need to get everything else done.Free Dice
We have 28.
HI 4, Agri 4, Orbital 4, Military 8.
Total assigned: 20.
Erewhon not assigned anywhere. Erewhon is the ace-in-the-hole in case things roll badly, cos Erewhon is Ace.
8 Free dice available. I've decided to leave these unassigned, as things will likely change, but I'll discuss options next.
My vote is for the Conestogas, because we might actually do the gravitic shipyard option then, and have a plausible interplanetary option on a large scale instead of relying on a single prototype ship. This is especially important if, as we fear, something is out in the outer system capable of engaging with or harming multiple probes at the same time.Orbital:
Orbital Cleanup.
Maybe the Conestoga if we have some really good rolls.
One point to consider is something alluded to in the text of the Bureau of Arcologies option.I'm leaving out Zone Armor for a few reasons. This includes the power cost, and that we are still delivering stuff for Ground Forces through our remaining plan goals.
I expect we'll be doing Zone Armor and the remaining Wingman Drones in the first year of the next Plan. Hopefully with next-gen Fusion...
We really can't afford to waste Military dice; I'd rather not overinvest in projects that don't urgently need to be completed this turn.Kudzu was replaced with actual stockpiles.... might gone overboard, but maybe not lol.
Shuttles are gone, and so is a majority beyond the most necessary optional military stuff, since AECCM is likely to open a new hole in NOD OpSec for InOps and SigInt etc. we might as well do it, Nagoya might have an overboard level of dice, but knowing our luck with our shit Naval rolls, I expect one to be a lower roll -_-
I don't even understand what you're saying here. Are you okay?Lunar Mining was one I never got, so I tried lol, though if it gets shot by a Nuke twice, I'mma dump dice on Enty or the other two Stations XD
Remember, we probably only need to roll two dice to finish the portal project, and we have four turns to do it in before the end of the Plan. It's okay to skip portals in 2061Q1 in order to get other important stuff like Anadyr done; that will pay off in the long run because we'll have a clearer shot at doing the portals in the subsequent turns.HI is a little lean this Quarter on this plan, mostly that damn Portal, but next one I can go all in on Energy and than subsequently nuke several High Energy things with dice at once just for fun.
I would strongly recommend doing one of the two specialized Bureaucracy actions (census/survey) instead. It would be highly desirable to finish those before the end of the Plan, and AA dice aren't so great that it's worth continuing to fly blind without knowing where our economy and populace stand. We've done that for quite long enough.
Alternatively, we could postpone Extra Large Food Stockpiles and put Erewhon on something else, such as the Economic Census action.The four main items that I'm hoping the winning plan will have are:
-Using Erewhon to do the Extra Large Food Stockpiles action. It's an autosuccess, and we are tight on agriculture dice, so it's a good fit.
I don't think it's a good idea to deliberately postpone the research gachas for any of those reasons. Why is it more advantageous to us to get pinhole portals one turn sooner and all the stuff out of, say, the next Nod gacha one turn later?-Not doing the research gachas if they open up. We have a lot of time critical, very expensive projects ongoing right now, and more tech than we can shake a stick at. We can wait a turn for tendrils, Anadyr, or the pinhole portal to complete and free up extra resources. Bonus in that it'll give us an extra turn for the skywatch telescope to come into effect, which might allow us to find some scrin salvage for a partial reset.
Well, we have room for one extra thing, which could be the Infernium Laser Refits.A Zone Armor factory would need to be powered, probably by ion storm power; we have wiggle room there.
Infernium laser refits for the Navy are an obvious candidate- because they don't cost us -Energy to build, and the high cost per die would otherwise make it really hard to complete the project in 2062-63 before Karachi.
...
If we make an effort to accomplish something in 2061, the legislature is less likely to overcompensate by smacking us with a big hairy punitive Plan target in 2062. Ground Forces is gonna really lobby for Zone Armor. Taking some visible steps in that direction might help us avoid pain later.
I'm more conservative on that front and thinking in terms of maybe 1-2 Zone Armor factories, tops.Well, we have room for one extra thing, which could be the Infernium Laser Refits.
Zone Armor is certainly worth doing. But unless we get a huge Energy windfall from Ion Collectors (without costing us free dice), then we can't really fit anything but a token effort anyway.
However, in a best case scenario situation where we get +40 Energy from Tib dice without having to spend Free dice on it, we would have 12 spare Free dice.
In that case we could smash out Reykjavik 5 by Q3 (with the Free dice that are no longer needed in HI) for a juicy capstone bonus while we finish the Shipyards and other targets, and then get a couple of Zone Armor Factories in Q4.
Alternatively, We can get 4 Zone Armor factories without building Reykjavik 5.
Yeah.Even if we can get +40 Energy from Tib and next-gen fusion appears. I'd still be hesitant here. We have so much we need to achieve in Agri, Orbital and Military, that we are more limited by those commitments than anything else. As good as completing those Zone Armor Factories is going to be, what we need for them is a spare half a year. And we don't have that this Plan.
Hold the faith though. We might just touch them by the end of this Plan.
Personally i'm fine with big zone armour targets. It's not like we aren't going to want the zone armourOne point to consider is something alluded to in the text of the Bureau of Arcologies option.
If we make an effort to accomplish something in 2061, the legislature is less likely to overcompensate by smacking us with a big hairy punitive Plan target in 2062. Ground Forces is gonna really lobby for Zone Armor. Taking some visible steps in that direction might help us avoid pain later.
I'm more conservative on that front and thinking in terms of maybe 1-2 Zone Armor factories, tops.
Yeah, but if the target is big enough, it's going to be very hard for us to meet other targets. We have limits on what we can do for the military, but we've been pushing those limits for a long time and are vulnerable to being stuck in a "the reward for good work is more work" trap.Personally i'm fine with big zone armour targets. It's not like we aren't going to want the zone armour
I would move a die from Seattle to Dublin as Seattle has a 14% chance of completing with 3 dice and as frigates build faster then carriers there is no need to complete Seattle this turn as we are not going to launch Karachi one or two turns before the carriers are ready.-[] Escort Carrier Shipyards (Dublin) 0/240 (1 Dice, 20 R) (1/3 median)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (54% chance)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (4 Dice, 80 R) (64% chance)
You are free to do so in your own plans, but I won't.I would move a die from Seattle to Dublin as Seattle has a 14% chance of completing with 3 dice and as frigates build faster then carriers there is no need to complete Seattle this turn as we are not going to launch Karachi one or two turns before the carriers are ready.
I have things lined up so that, as far as I can tell, there is just enough Energy for the unlikely worst case scenario in which things go badly on the Energy front and we get both of the shipyards AND no power plants. In all other scenarios, we do somewhat better or much better.We don't want to risk all the shipyards completing this coming turn. We need more energy.