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.
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.
 
[] 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
 
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[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
There's no vote open.

We're currently in the "watch Thread Madness while Ithillid writes" phase.

For some criticism of the plan:
-We have several things we want to do with Bureaucracy dice, so using them for Admin Assistance is probably not a good idea.
-We'd probably want to do RZ Border Offensives rather than Containment Lines.
...Otherwise it looks okay, although we're probably going to get new Research Initiatives in the Services department which will throw everything off.
 
Obviously, this is heavily dependent on the actual resource costs of the various options that we opened up last turn. Other than (possibly) CRPD, I very much doubt that any of the projects have as low of a cost as 5R/die. And if any of the listed ??? projects have a cost higher than 20R/die, we'd probably be better off switching them out for other projects.

-[] Infrastructure 6/6 60R-90R
--[] 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 Deployment 0/??? 2 dice 10R-40R ??%

-[] HI 5/5 + 1 FD 130R-205R
--[] Advanced Alloys Development 1 die 15R 30%
--[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
--[] Crystal Beam Industrial Laser Deployment 3 dice 15R-90R ??%

-[] LCI 5/5 60R
--[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--[] Civilian Drone Factories 104/380 3 dice 30R 24%
--[] Civilian Ultralight Factories 0/190 1 die 15R ??%

-[] Agriculture 4/4 + Erewhon 40R
--[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18% (100% Phase 4)
--[] Freeze Dried Food Plants 151/200? 1 die 20R 91%
--[] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R 28%
--[] Extra Large Food Stockpiles Erewhon 100%

-[] Tiberium 7/7 +1 FD 240R
--[] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%

-[] Orbital 6/6 120R
--[] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R
--[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12% (96% Phase 1)
--[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%

-[] Services 5/5 140R-165R
--[] Professional Sports Programs 0/250 2 dice 20R 2%
--[] Hallucinogen Development 0/60 1 die 15R 88%
--[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
--[] Security Electrolaser Deployment 0/??? 1 die 5R-30R ??%

-[] Military 8/8 +4 FD 150R-250R
--[] 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 die 10R 100%
--[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
--[] Shark Class Frigate Shipyard (Seattle) 0/300 3 dice 60R 14%
--[] Mastodon (???) 0/??? 2 dice 10R-60R ??%
--[] Mastodon (???) 0/??? 2 dice 10R-60R ??%

-[] Bureaucracy 4/4 +1 FD
--[] Conduct Economic Census DC 250 5 dice 99%

-[] Total 940-1170/1020
7/7 Free Dice
1/1 Erewhon Dice
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.

-Pursuing Crystal Beam Industrial Laser Deployment. It is a plan goal, and it sounds like it is going to provide energy. If it doesn't (or if the provided energy is tiny), then we are going to need to do another round of fusion plants next turn, unfortunately.

-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.

-Conduct Economic Census with 5 dice. It's a good a fit for our current situation. We are currently working on some big budget items, so resources are tight, and using AA dice means making sacrifices elsewhere. The war is dying down. We want the project completed before the end of the plan, so that our projects and reallocation can be better targeted. And with the resource crunch, spending a free die on the project opens up resources for use in other departments.
 
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-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.

So 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.
 
So 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
 
We're not going to go negative in food while we have reserves so there's basically no risk there

It 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.
 
It 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.
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 food
 
Another option would be to use Erewhon to set up the Division of Alternate Energy. We are going to want it by the start of next plan anyways (and I suspect that we want it before reallocation, to make everyone's budgeting easier, and for it to officially exist for an entire plan come 2066).

So on net, we'd either be looking at 3 HI dice and 1 Erewhon dice for 12 energy, or 2HI and 1 Erewhon dice for 9 energy over our alternate scenarios. Which sounds pretty good to me.

Edit:
We have three auto success actions that I think we are going to want before reallocation (4 turns away)
-[] Bureau of Arcologies 1 Infra die -15R
-[] Division of Alternative Energy 1 HI die -10R
-[] Extra Large Food Stockpiles 1 Agri die

I think we are going to want bureau of arcologies by Q2, if we don't want to face too much pushback from the politicos during the reallocation negotiations. It'll also help the civil satisfaction surveys be more useful if it allows them to reveal more of the populations' desires than the obvious 'more arcologies'.

Division of Alternative Energy can wait until Q4. Doing it earlier makes energy budgeting easier, saves a few resources, and might mean one less phase of fusion power that we'll need to retrofit later.

Extra large food stockpiles is a glaring weakpoint, especially after the freezer critical failure. We may be forced to take it sooner than we'd otherwise like to abate people's concerns.

While none of these actions may be 'efficient', I think we should keep in mind that it's possible that they have narrative, or long term mechanical benefits that we don't currently see. It's on-brand for plan quests, after all.
 
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We should have +5 from Freeze Dry Plants and +4 from Chemical Fertilizer Plants coming next turn.
So we shouldn't have to freak out too much about Food, unless refugees somehow smack up with a -10.
 
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.
Really want to at least try to fit a few more dice into this- preferably in ways that don't burn Energy on net.

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.

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.
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.

Orbital:
Orbital Cleanup.
Maybe the Conestoga if we have some really good rolls.
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.

On the other hand, there's an argument for doing cleanup in 2061Q4 so that we have the extra R kicking around in 2062Q1, at the point of minimum budget.

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...
One 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.

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 -_-
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.

I kind of want to wait on Advanced ECCM until later in the year when we have more of the actual Plan commitments out of the way. What we're really going to want to do is save up Advanced ECCM and Stealth Disruptor and hit Nod in the balls with them during the Karachi campaign, because they represent huge steps forward in our ability to generally neutralize their bullshit, and they will adapt to compensate after they've seen those things in action. As such, early 2061 is probably a bit too early.

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
I don't even understand what you're saying here. Are you okay?

The thing with moon mines is that it's really simple. You spend the minimum number of dice that are consistent with finishing Regolith Phase 2, and Rare Metals Phases 1+2. We do those, we clear our moon mining targets and everything's good. The trick is, we have plenty of time TO do those in, and we absolutely need as many Orbital dice as we can spare to finish Enterprise. Therefore, it's a bad move to invest Orbital dice in any moon mining phases other than the ones I just named, at least right now.

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.
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.

Bureaucracy 4/4
-[] Administrative Assistance 4 dice
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.

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.
Alternatively, we could postpone Extra Large Food Stockpiles and put Erewhon on something else, such as the Economic Census action.

-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.
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?

I think we should continue to jump on the gachas aggressively, and put two dice on Anadyr, even if that means not rolling a die on portals in 2061Q1 and finishing the project later in the year.
 
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.
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.
But I'm not sure that either option would be wise, as we likely would be better off finishing Infernium Laser Refits this Plan if possible.
So, if we do actually have an easily available +40 Energy coming from Tiberium Industry, I think I'd pencil in the completion of 1 Zone Armor Factory and the Infernium Laser Refit; while keeping the Free dice we don't need on HI available for non-Military projects (Agri or Orbital or LCI).

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.
 
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.
I'm more conservative on that front and thinking in terms of maybe 1-2 Zone Armor factories, tops.

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.
Yeah.
 
One 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.
Personally i'm fine with big zone armour targets. It's not like we aren't going to want the zone armour
 
Ehhh. I believe Zone armour will help with our intangibles.

A lot of our zone troopers who are supposed to be deep strike special forces hitting nod deep in yellow and red zones are tied up doing garrison work protecting harvesting ops, when they should be used on offensive ops. Because, sat on the defence, Nod can just, watch them and not attack until a time of their choosing with overwhelming force. And at the other end of the scale, the regular troops still doing garrison work who may be asked to do it in light green zones or loosely controlled blue zones lack not only protection from tib, but also lack the same concentration of force and durability zone armour provides.

The lack of properly assigned zone armour means in some cases our harvesting is Over protected with a waste of resources. That being the zocom special forces. Meanwhile, in other area only having riflemen tier infantry means they struggle against harder threats like gana which have proved so effective at ripping through squishy meatbags.

I'm more conservative on that front and thinking in terms of maybe 1-2 Zone Armor factories, tops.

Just so long as we do in fact get some.
 
Personally i'm fine with big zone armour targets. It's not like we aren't going to want the zone armour
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.

Besides, if we want the armor anyway, we might as well start sooner rather than later, right?



RESOURCES
1020 R in 2061Q1.

ENERGY
+15 initial. +16 from fusion power, +3 from Bergen Phase 1+2.
-4 from railgun harvester factories, -2 from AMA, -6 from Firehawk drones, -6 from Melbourne yard
New Energy level:
+34-18 = +16



Budget:
1020/1020 R
7/7 Free Dice

Energy Budget:
+16 -1 (fertiizers) -2 (drones) -1 (freeze drying) -5 (Nagoya) -6 (Seattle) = +1

Awkward if both shipyards complete and the fusion reactors don't (roughly 1/9 chance of this happening)... But it's survivable for a single turn. And it lets us surge tendril harvesters, which makes the last three turns of the Plan way easier to handle.

I have a 65 R budget in Services, which is enough to fund two Nod gacha dice or a variety of interesting other options... But not enough for portals. Sorry, can't fit it in with tendrils and Anadyr and those really are projects we have special reasons to get done. Portals will still get done, we have three turns after this one.

[] Draft Fusion Slowdown AT LAST
Infrastructure (+34) 6/6 Dice 85 R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (2 Dice, 40 R) (Phase 6, median 104/300 on Phase 7)
-[] Blue Zone Apartment Complexes (Phase 3+4) 72/160 (3 Dice, 30 R) (Phase 3, 65% chance of Phase 4)
-[] Tokyo Harbor Reconstruction 0/300 (1 Die, 15 R) (1/3.5 median)
Heavy Industry (+29) 5/5 Dice + 1 Free Die 180 R
-[] Continuous Cycle Fusion Plant (Phase 8) 67/300 (3 Dice, 60 R) (65% chance)
-[] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100 R) (8% chance)
-[] One Die on Laser Project (???, 20 R just in case)
Light and Chemical Industry (+24) 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Civilian Drone Factories 104/380 (4 Dice, 40 R) (74% chance)
Agriculture (+24) 4/4 Dice + 1 Free Die 60 R
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 (1 Die, 10 R) (75% chance)
-[] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (91% chance, but this doesn't count any consequences of the crit-fail)
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/150 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3)
Tiberium (+39) 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
Orbital (+26) 6/6 Dice + 1 Free Die 140 R
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (3 Dice, 60 R) (Phase 1, 39% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Services (+27) X/5 Dice 65 R
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
-[] 25 R WORTH OF OTHER SERVICES STUFF
Military (+26) 8/8 Dice + 3 Free Dice 195 R
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (2 Dice, 40 R) (2/3.5 median)
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] 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)
Bureaucracy 4/4 + EREWHON!!!
-[] Conduct Economic Census DC 100/150/200/250 (4+E Dice) (96.1% chance of DC 250, 99.6% chance of DC 200)
 
-[] 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)
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.
 
We don't want to risk all the shipyards completing this coming turn. We need more energy.

That said, I could see the argument of only having two dice on the Frigate shipyard, and putting the 'saved' dice into the other shipyards. Or just taking the one die off and putting it into the third carrier shipyard.
 
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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.
You are free to do so in your own plans, but I won't.

My reason for wanting the frigate yards done quickly is that the frigates, by themselves, will do a lot to shut down any remaining Nod naval raiding. And getting the frigate yards working on the second wave of ships (which hits the water in 2063) will be important to Karachi too.

We don't want to risk all the shipyards completing this coming turn. We need more energy.
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.
 
I find it funny that rolling well enough to complete several low chance projects would be considered bad.

But, yeah. The navy needs help and frigates get ships in the water the fastest.
 
I do like the idea of all in on Carriers though.
Then we know approximately when they will all start hitting the water.
Which is basically our Karachi clock.
 
If dice are that stretched than I am even more confident in pushing my last proto plan- by giving min chance to finish both of the unstarted carrier shipyards we have a chance to save dice and if not following up by dropping a dice on each Q2 (assuming rolls are not really bad) to have a chance to finish with a single dice instead of overkill will be nice. Because I do want to get the infernium laser refit going hopefully this plan and it would be nice to start in on the zone armor factories this plan as well.

1020 Income
1015 Used 5 Open


[ ] Plan Carriers, Power and Plan Goals
Infra 6/6 70R +34
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/480 5 dice 50R 67%
HI 5/5+1 free 180R +29
-[] Continuous Cycle Fusion Plants (Phase 8) 67/300 4 dice 80R 96%
-[] Isolinear Chip Foundry Anadyr 85/320 2 dice 100R 8%
LCI 5/5 55R +24
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 4 dice 40R 73%
Agri 4/4 40R +24
-[] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[] Freeze Dried Food Plants ???? 1 die 20R
-[] Extra Large Food Stockpiles 1 die auto
Tiberium 7/7 175R +39
-[] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 33%
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 4 dice 120R
Orbital 6/6 140R +26
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/305 (2+E Dice, 60 R) (98.4% chance of Phase 1, 22% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/320 (1 Die, 20 R) (98% chance)
Services 2/5 115R +27
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 19%
Military 8/8+5 free 240R +26
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 3 dice 60R 28%
-[] Skywatch Telescope System 64/95 1 die 15R 100%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Hallucinogen Countermeasures Development 1 die 15R 100%
-[] Escort Carrier Shipyards (Dublin) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (New York) 0/240 2 dice 40R 4%
-[] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 2 dice 40R 0%
Bureau 4/4+1 free +24
-[] Conduct Economic Census 5 dice 99%
Free 7/7
1 HI, 5 Mil, 1 Bureau

Could drop a tendril die to a 3rd die on vein mines to pretty much guarantee it as well as free up 10R if needed elsewhere. Of note this does continue the portal project with the hopes of finishing Q1 or Q2 with a die each turn. Which makes Q3 and Q4 so much nicer. Anadyr also finishing Q1 or Q2 makes things a lot nicer for us as well. Fusion- since we likely need a 2nd phase might as well slam out another phase to cover the shipyards (5 per carrier yard so 15 and 6 for the last shark yard so 21 all together, new fusion phase covers 16 of that)

Expected income: 15 (regolith) 5 (rare metals) 5-10 (GZ Intensification 7), 20-30 (Vein Mine), possible 2nd GZ for another 5-10 and 2nd rare metals for another 5
45-60 with another 10-15 possible


Plan Goals
Consumer Goods: 12 Points 4 at 100% and 4 at 73%
Food: 18 points in reserve +8 into reserves
Income: 20 Points 40-60 likely income gained with another 10-15
Processing: 280 points

Complete ASAT Phase 4
Complete OSRCT Phase 4- 3 dice at 28% for phase 3
Railgun Munitions Development- 1 dice at 100%
Complete at least one more phase of URLS production
Complete at least two more phases of Blue Zone Apartment Complexes- two will finish chance of a third
Complete GDSS Enterprise- 3 dice to start last phase
Complete at least three phases of Space Mines- 1 at 98%, 2nd at 98.4%, 3rd at 22%
Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards- finishing 1 and 2 dice at 4% on the other 2 yards
Complete Isolinear Chip Foundry Anadyr- 2 dice 8%
Deploy Crystal Beam Industrial Laser
 
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Don't we only need to get Blue Zone Apartments to Phase 4 to meet our plan requirements, because we completed a Phase last turn? You could cut two dice and 20 Resources from that and use them for a dice in Tokyo Harbour Reconstruction.
 
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