[X] Plan You May have 1 Grant, as a Treat
-[X] Tiberium Research (4)
-[X] Tiberium Work Crews (2)
-[X] Salvage Purchasing Agreement (2)
-[X] Military Support (3)
-[X] Human Terrain Initiatives (2)
-[X] Captured NOD Equipment (-2)
-[X] Deploy New Habitats (-2)
-[X] Hawks
--[X] The treaty must include Military Support (+3)
--[X] GDI must complete at least two Naval Development Projects before end of plan. (+7)
-[X] United Yellow List
--[X] No Demands (+7)
-[X] Free Market Party
--[X] 1 item of Grants taken before end of plan
-[X] Independents
--[X] Finish at least one phase of space stations by the end of plan. (+4)
-[X] Development
--[X] No Demands (+32)
--[X] The Treaty must include Tiberium Work Crews (+18)
 
[X] plan All the Things

I just want that integration dammit no matter the cost. It's so gud.

[X] Plan Support, not Weapons

I like this one better, let's give forgotten some QOL so that they remember we truly helped them.
 
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[X] plan All the Things

NOD is not gonna like this, and might start attack the Forgotten, pushing them more to us
 
[X] Plan Cheap Price.

We'll circle back for integration in a later conference after the nerds have had time to do some anthropology with the Human Terrain Initiatives. We'll probably also have a lot less leverage and need more expensive bribes when that day comes, but that's a problem for 10 turns from now. In the meantime we can get the full slate of cooperation and prove to Parliament that the Forgotten are very useful allies to have so when we have to bribe them with something more expensive than a couple surplus RPG's next conference the politicians won't pitch a fit.
 
There is no way we would ever pull that off, unless every dice roll we got is high numbers.

And even then it's probably impossible.

Sorry Snake, but no way.

What!? No you just have to believe harder!

More seriously it's possible if we just role averagely. If I may propose something for next plan It could go:

-[] Hawks
--[] Weak Support +7 GDI must complete at least two Naval Development Projects before end of plan.
[ ] Governor Class Cruiser Development(Progress 0/40: 15 resources per die)
[ ] Light Combat Hydrofoil development(Progress 0/40: 10 resources per die)
2 Mil dice25R

-[] Independents
--[] Weak Support +4 Finish at least one phase of space stations by the end of plan
[ ] GDSS Enterprise (Phase 1)(Progress 57/100: 30 resources per die)
1 Fusion lift die 20R

-[] Development
--[] Weak Opposition +3 GDI must achieve net equality (=) on capital goods by end of plan
[ ] North Boston Chip Fabrication (Phase 3)
(Progress 561/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)
1 HI die 15R
[ ]Experimental Carbon Nanotube Plant
(Progress 0/200: 15 resources per die) (++ Capital Goods)
3 LC dice + 1 free die 60R
[ ] New Moscow Robotics Works
(Progress 0/200: 20 resources per die) (++ Capital Goods)
2 HI dice + 2 free dice 80R
total:200R

Everything has around 60% or higher to pass and leaves us only 4 short on capital goods with 210R left for Tiberium mitigation AND completes our space obligations. We could could put up to 8 dice in Tiberium as well and almost finish our mitigation goal

So it is possible to have All the Things, just forget about the people for a turn and make those Numbers Go Up!
 
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[X] Plan Cheap Price.

We'll circle back for integration in a later conference after the nerds have had time to do some anthropology with the Human Terrain Initiatives. We'll probably also have a lot less leverage and need more expensive bribes when that day comes, but that's a problem for 10 turns from now. In the meantime we can get the full slate of cooperation and prove to Parliament that the Forgotten are very useful allies to have so when we have to bribe them with something more expensive than a couple surplus RPG's next conference the politicians won't pitch a fit.
Well for one integration should drop and comms is much more doable in 10 or so turns, same with the water units. Dropping leverage costs is going to be big because it is 12 now for just a tiny integration
 
-[] Development
--[] Weak Opposition +3 GDI must achieve net equality (=) on capital goods by end of plan
[ ] North Boston Chip Fabrication (Phase 3)
(Progress 561/600: 15 resources per die) ( ++++ Capital Goods +++ Consumer Goods -- Labor --- Energy)
1 HI die 15R
[ ]Experimental Carbon Nanotube Plant
(Progress 0/200: 15 resources per die) (++ Capital Goods)
3 LC dice + 1 free die 60R
[ ] New Moscow Robotics Works
(Progress 0/200: 20 resources per die) (++ Capital Goods)
2 HI dice + 2 free dice 80R
total:200R
That still leaves us at -2 (-4 with the communications you are giving out) which is 2 projects short and the current cap good projects beyond those you have above require more power (so HI dice on power generation). You also are giving them water plants which is another 3 LCI dice. It basically hamstrings us and hopes we roll good enough to get the energy and cap goods over the next three turns and forces us to tie our free dice to cap goods and energy. Critical projects like Lithium Battery (cheaper mil costs and less progressions means we get mil stuff out faster and for less and the cheaper is vital given our budget is shrinking by a large amount). It also means that the free dice we might need to hit our mitigation target are tied up as well.

So it is possible to have All the Things, just forget about the people for a turn and make those Number Go Up!
I lean towards numbers go up and for me this is not viable. I pushed a Cap Good focused plan so we could pivot to agri and consumer goods- something I think has even more value since we know there will be horse trading at the plan meeting.
 
Dealmaking is something that you will have to do pretty much every time you are trying to get Parliament to do something. Because large chunks of people either A. have something they want out of it, or B. see an opportunity to get something else they want. So the Free Marketers try to use this to leverage grants out of you. The Hawks try to leverage out military elements. Being able to go clean on one of these activities is going to be pretty rare, and usually a result of your coalition having a majority.
Edit: For example, most of the Developmentalists think you are doing a good job or even an excellent job, and so don't demand much, or even anything. The ones that are in the opposition have a specific issue (capital goods) that they really want you to get on fixing.
 
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That still leaves us at -2 (-4 with the communications you are giving out) which is 2 projects short and the current cap good projects beyond those you have above require more power (so HI dice on power generation). You also are giving them water plants which is another 3 LCI dice. It basically hamstrings us and hopes we roll good enough to get the energy and cap goods over the next three turns and forces us to tie our free dice to cap goods and energy. Critical projects like Lithium Battery (cheaper mil costs and less progressions means we get mil stuff out faster and for less and the cheaper is vital given our budget is shrinking by a large amount). It also means that the free dice we might need to hit our mitigation target are tied up as well.


I lean towards numbers go up and for me this is not viable. I pushed a Cap Good focused plan so we could pivot to agri and consumer goods- something I think has even more value since we know there will be horse trading at the plan meeting.

Yeah, agree on Cap goods, I think we must be getting some kind of penalty we don't see from it, and we could have solved it last turn if we didn't keep easing off.

As to the extra stuff hamstringing us, I think it would be somewhat close, but not as bad as some people think

the things I missed were:
[ ] Personal Water Purification Units (Progress 0/150: 10 resources per die) (++ Health)
[ ] Prefabricated Shelter Deployments)(Progress 0/50: 5 resources per die)

Which costs 35R for about 60% odds on each This reduces resources to 175R, enough to probably activate all Tib Dice. Which Isn't so bad. We still have 2 turns after that to finish off anything doesn't finish and hit the mitigation numbers and get those 4 cap goods.

Narratively I think it plays extremely well for us bringing the forgotten back into fold. It's also in character for Dr Granger after we took the Qatar loyalists in. We get to make this crazy deal, that no one else would even consider and watch the chaos unfold while Dr Granger cluelessly continues like it's no big deal.
 
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Dealmaking is something that you will have to do pretty much every time you are trying to get Parliament to do something. Because large chunks of people either A. have something they want out of it, or B. see an opportunity to get something else they want. So the Free Marketers try to use this to leverage grants out of you. The Hawks try to leverage out military elements. Being able to go clean on one of these activities is going to be pretty rare, and usually a result of your coalition having a majority.
Edit: For example, most of the Developmentalists think you are doing a good job or even an excellent job, and so don't demand much, or even anything. The ones that are in the opposition have a specific issue (capital goods) that they really want you to get on fixing.

My impression is that there are two metrics when it comes to our interactions GDI's political parties.

1.) How much the party in question supports what we are doing. For example, the Developmentalists strongly support us, because we prioritize things that they think are important.

2.) How much the GDI public supports any given political party. An example of this is how the ongoing consumer goods shortage might push more people into voting for the Free Market party.

Is this mostly accurate?
 
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[X] Plan Support, not Weapons

The only difference from this plan and [] Plan Cheap Price is how the weapons is switched out for life support, which unlike weapons doesn't cost Political Support.
 
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