Guys, can we just have more consoom ya know and those arcology departments. The people of GDI yearn for better food etc.
I know the urge to go for the maximally mathematically efficient actions is strong but it's unironically not the most optimal way to play this game because the mechanics doesn't incentize caring about the population, just weird numbers. And we do need to give them what they want since we are a democracy and because more QOL is important to keep people content and ya know in proving that the system works.
Alright then Ranching Domes Plan:
Resources: 1020+90+5+15 = 1130? + 0 in reserve (15 allocated to the Forgotten) (35 allocated to grants)(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions)
Political Support: 54
SCIENCE Meter: 4/4
Free Dice: 7
Erewhon Dice: 1
Tiberium Spread
21.29-0.51+0.98 = 21.76 Blue Zone
2.16+0.51-0.98 = 1.69 Green Zone
22.82-0.21+0.7 = 23.31 Yellow Zone (98 Points of Abatement)
53.73+0.21-0.7 = 53.24 Red Zone (70 Points of Abatement)
Current Economic Issues:
Housing: +36+18-10 = +44 (31-18+10 = 23 population in low quality housing) (-10 per turn from refugees)
Energy: +16-1-5-5 = +5 (+4 in reserve)
Logistics: +26-5 = +21? (-7? from raiding) (-7? from military activity)
Food: +22+8-4-4? = +22? (+10+2 = +12 in reserve)
Health: +9? (-8? from Wartime Demand) (-10? from Refugees)
Capital Goods: +27+1-10-1-2-2 = +13 (+101+27 = +128 in reserve) [-10 at End of War (Will go back this turn) ] [+1 in Q1 2061 ]
STUs: +11-1+1 = +11
Consumer Goods: +37+16+6+3 = +62? (-22? from demand spike) (+3 from Private Industry)
Labor: +43-1 = +42? We don't have Labor gain right now probably because of the refugees taking up so much +Health
Tiberium Processing Capacity (1925+90 = 2015/2470)
Labor Per Turn: +4
Taxation Per Turn: +30?
Space Mining Per Turn: +75+5+15 = 95
Green Zone Water: +6
[ ] Plan Running on Glass v2.1:
-[ ] Infrastructure 6/6 + 3 Free Dice Dice 185 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Chicago Planned City (Phase 4) 3/550 20 Resources per Die, 6 Dice = 120 Resources
--[ ] Suborbital Shuttle Service (Phase 1) 156/200 30 Resources per Die, 1 Die = 30 Resources
--[ ] Bureau of Arcologies (New) -1 Infrastructure Die, -2 to Infrastructure Dice, -15 RpT
-[ ] Heavy Industry 5/5 Dice + 1 Free Die 140 Resources:
--[ ] Chicago Planned City (Phase 4) 3/550 20 Resources per Die, 1 Die = 20 Resources
--[ ] Continuous Cycle Fusion Plants (Phase 8) (Updated) 243/300 20 Resources per Die, 2 Die = 40 Resources
--[ ] Crystal Beam Industrial Laser Deployment (New?) 92/600 20 Resources per Die, 1 Die = 20 Resources
--[ ] Isolinear Chip Foundry Anadyr 258/320 50 Resources per Die, 1 Die = 50 Resources
--[ ] Division of Alternative Energy -10 RpT, -1 Heavy Industry Die
-[ ] Light and Chemical Industry 5/5 55 Resources:
--[ ] Chemical Fertilizer Plants (Phase 2) 276/300 15 Resources per Die, 1 Die = 15 Resources
--[ ] Civilian Support Expansion (Phase 2) 13/??? 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Agriculture 4/4 Dice + 3 Free Dice 110 Resources:
--[ ] Ranching Domes 0/250 20 Resources per Die, 3 Dice = 60 Resources
--[ ] Strategic Food Stockpile Construction (Phase 3) 85/175 10 Resources per Die, 3 Dice = 30 Resources
--[ ] Freeze Dried Food Plants 181/200 20 Resources per Die, 1 Die = 20 Resources
-[ ] Tiberium 7/7 Dice 180 Resources:
--[ ] Tiberium Vein Mines (Stage 2) 5/195 20 Resources per Die, 3 Dice = 60 resources
--[ ] Harvesting Tendril Deployment (Phase 2) 74/750 30 Resources per Die, 4 Dice = 120 Resources
-[ ] Orbital Industry 6/6 Dice + Erewhon Die 140 Resources:
--[ ] GDSS Enterprise (Phase 5) 348/1535 20 Resources per Die, 5 Dice + Erewhon Die = 120 Resources
--[ ] Lunar Rare Metals Harvesting (Phase 2) 11/125? 20 Resources per Die, 1 Die = 20 Resources
-[ ] Services 5/5 Dice 180 Resources:
--[ ] Professional Sports Programs 102/250 10 Resources per Die, 2 Die = 20 Resources
--[ ] Pinhole Portal Early Primitive Prototype Construction (Tech) 56/180 100 Resources per Die, 1 Die = 100 Resources
--[ ] NOD Research Initiatives (New) 0/200 30 Resources per Die, 2 Die = 60 resources
-[ ] Military 8/8 Dice 140 Resources:
--[ ] Universal Rocket Launch System Deployment (Phase 3) 0/200 15 Resources per Die, 2 Die = 30 Resources
--[ ] Escort Carrier Shipyards (High Priority) New York 138/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Shark Class Frigate Shipyards Seattle (High Priority) 0/300 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 113/225 10 Resources per Die, 1 Die = 10 Resources
-[ ] Bureaucracy 4/4 Dice:
--[ ] Conduct Civil Satisfaction Surveys DC 90/120/150/180 4 Dice
185+140+55+110+180+140+180+140 = 1130/1130
My plan still doesn't do the Improved Hewlett Gardener Process Development because we haven't done the NOD gatcha yet which might get us some sort of better Tiberium Processing:
- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 6 Infrastructure Dice and 1 Heavy Industry Die on Chicago Planned City for a 75% chance and an Average DC of 43 to complete Phase 4 and be done with a plan goal.
- 1 Die on Suborbital Shuttle Service for a 100% chance and a DC of 1 to complete Phase 1 and get the Himmalayan Blue Zone some logistical support.
- 1 Die on Bureau of Arcologies so we are always building at least a small amount of High Quality Housing so that we don't have to do Housing actions every turn.
- 2 Die on Continuous Cycle Fusion Plants for a 100% chance and an Average DC of 1 to complete Phase 8 so we have enough Energy.
- 1 Die on Crystal Beam Industrial Laser Deployment to continue building that up.
- 1 Die on Anadyr for a 83% chance and a DC of 18 to complete this plan goal.
- 1 Die on Division of Alternative Energy so we can get a trickle of Energy each turn.
- 1 Die on Chemical Fertilizer Plants for a 100% chance and a DC of 1 to complete it and get the Food from it.
- 4 Dice on Civilian Support Expansion because that is a running issue until it is complete.
- 3 Dice on Ranching Domes for a 42% chance and an Average DC of 55 to complete.
- 3 Dice on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 1 to complete Phase 3 and a 16% chance and an Average DC of 68 to complete Phase 4.
- 1 Die on Freeze Dried Food Plants so it is finally done.
- 3 Dice on Tiberium Vein Mines for a 97% chance and an Average DC of 20 to complete Stage 2 and a 3% chance and an Average DC of 83 to complete Stage 3.
- 4 Dice on Harvesting Tendril Deployment Phase 2 to work towards finishing that. My argument remains the same: The more Tib income we build up before reallocation, the less we will have to catch up after it.
- 6 Dice, one of them Erewhon, on Enterprise to continue working towards that Plan Goal.
- 1 Die on Lunar Rare Metals Harvesting to slow roll that goal.
- 2 Die on Professional Sports Programs for a 70% chance and an Average DC of 40 to complete this action and get the PS. We can't do it on 1 Die.
- 1 Die on Pinhole Portal Early Primitive Prototype Construction for a 19% chance and a DC of 82 to complete with this plan. This is an expensive bastard of an action.
- 2 Die on NOD Research Initiatives for a 25% chance and an Average DC of 66 to complete that and know what sort of tech we have coming down the pipeline for the foreseeable future.
- 2 Die on Universal Rocket Launcher Deployment for a 23% chance and an Average DC of 67 to complete that Plan Goal.
- 1 Die on Escort Carrier Shipyards New York for a 40% chance and a DC of 61 t ocomplete this plan goal.
- 4 Dice on Shark Class Frigate Shipyards Seattle for a 64% chance and an Average DC of 46 to complete the Shark Frigate Deployment
- 1 Die on Mastadon deployment for a 30% chance and a DC of 71 to get Steel Talons a new set of bases. I don't like having this low a chance for new Steel Talons bases.
- 4 Dice on Conduct Civil Satisfaction Surveys for a 98% chance and an Average DC of 20 to pass the highest DC.