Your post borked the quoting setup after this.
And the last paragraph of your next post is, too.
Sorry. Noted. Worked on it.

I may be over-estimating the problems regarding civilian discontent, but... we're seeing a huge surge of refugees, and it is eating up our Consumer Goods. And we have a nontrivial political party who has a core platform plank saying "taking them in is a mistake."
You're totally right, but we have about three years to deal with this problem.

Remember, the pre-TWIII economic consensus of GDI was neoliberal hell and the Free Market Party wanted to go back to it, and if you just looked at the situation in 2053Q1, with the Treasury still struggling to supply food better than fungus bars and basic shit like appliances, you might well have expected the 2056 elections to be a blowout in favor of the FMP and the Hawks (a coalition of today's Militarists and Initiative Firsters).

Instead, we buckled the fuck down, built up Consumer Goods output, significantly improved food diversity relative to the previous baseline, and by the time the election rolled around, we'd literally punched the FMP and the proto-IF so hard that they crumbled and new splinter parties fell off.

You're identifying a real problem, but you're plotting eleven turns into the future to do it. We've got time to sort this out.

More eggs and turkeys isn't a bad thing.
Again, nobody is saying we do one project over the other. We do both.

With the population growing, even Agri Mechanization might not be enough to stop a third phase of the Perennials being needed as well.
We can't just say that we've done one phase of something, and that that is enough for the entirety of GDI.
I thought we already did Perennials Phase 3. Like, wasn't that a Plan requirement of the Second Plan?

I'm done with my calculations. Let's start this.

Firstly, determining Tiberium's density. This was one of the hardest parts for me, mostly because the designers of the games were super inconsistent and vague, with the only concrete chemical formula for Tiberium being strange and using 'unknown substances'. It is also later described as a 'proton lattice', something I have no idea how to account for in a density calculator. Due to this, I have averaged out the densities of the elements displayed in the formula and added a bit to account for the sci-fi bullshit that makes this hungry rock work.

After doing some math and estimation, this comes out to about 7 grams per cubic centimeter. However, due to the unknown elements that makes up 1.5% of it, I'll add another gram and move it up to 8 grams/cm^3.
Given that tiberium seems to be in the same general density range as rock or metal, this isn't unreasonable. Though note that it's fricking heavy. In the sense that a four-inch cube of the stuff weighs about eighteen pounds.

(eight kilograms per liter; a liter is a cube ten centimeters or roughly four inches on a side, and eight kilograms is roughly eighteen pounds)

I am no way qualififed to try and estimate how much Tiberium is below Earth's surface, so I'll only calculate it's surface mass. the total dry landmass of our planet is about 148 326 000 square kilometers, so a whole damn lot. Red zones, which will account for the vast majority of surface Tiberium, take up 54.14% of it, coming out to 80303696 square kilometers, which I will round down to 80300000 square kilometers for the sake of my sanity and because it will not matter all that much in the end.

With that, it's time to see how much area the Tiberium crystals actually ocupy in a red zone. According to some images, primarily the ones in this article, much of the surface is covered in the detestable green crystals. From what I can see, it seems safe to assume that, if spread out, the crystals would cover the surface with a depth of around 10 to 20 centimeters, possibly more (Note, I'm not taking in account the Tiberium glaciers just yet. Those will have to wait a bit more.). I'll use 15 centimeters just to be safe, however.

Now, it's the easy part. Just have to find the volume the crystals occupy and multiply it by their density. Easy. With some simple volume calculations, this ends up with around 1.204e+15 cubic meters of Tiberium, with +- a few percent due to yellow zones. Multiplying the density of Tiberium, we get more or less 8 tons of the stuff per cubic meter. Putting these two values together we get 9.632e+15 tons of Tiberium pestering the surface of our planet.
Uh... hold the phone.

Let's see. Roughly speaking, 80 million square kilometers of tiberium fields. 80 trillion square meters. That is NOT 1.2e15 cubic meters of tiberium, unless I'm making a serious math error.

If tiberium covers the entire surface to an average depth of fifteen centimeters, then crudely speaking, each six or so square meters of surface must have 90% of a cubic meter of tiberium (let's round that up to a whole cubic meter, because we're forgetting glaciers). Thus, 80 trillion square meters of surface tiberium fields should be about 80/6 is roughly equal to 15 trillion cubic meters of tiberium (again, I'm rounding up).

So, not 1.2e15. 1.5e13. Which, yes, translates into about 120 trillion tons of tiberium.

That is... a lot. That is an incredibly, absurdly large amount of Tiberium. That is more than 9 times the mass of the entirety of Earth's oceans...
Thinking about it, that wouldn't make sense. The oceans cover 70% of the Earth's surface, to an average depth of several kilometers thick. Sure, water is only 1/8 as dense as tiberium is supposed to be, but the combined mass of the oceans would still be equal to a blanket covering 70% of the Earth's surface (as opposed to half of 30%)... to a depth of several hundred meters.

Unless the entire Red Zones were just solid tiberium glaciers about a quarter mile thick, they couldn't contain as much surface tiberium as the oceans.

and multiple orders of magnitude more than all biomass of Earth. And this is only accounting for regular, surface Tiberium. Underground deposits and glaciers multiply that number a few dozen times. I really, really hope I got something wrong in my calculations because, otherwise, Earth is much more fucked than I thought.
You missed a few orders of magnitude. Basically, you can carpet the entire surface of the Red Zones in a six-inch (15 cm) layer of tiberium with about 120 trillion tons of the stuff. By contrast, the total mass of the Earth's oceans is about 1300000 trillion tons of water. Yes, those zeroes are intentional. This is because seawater covers several times more of the Earth's surface than tiberium, to depths of way more than fifteen centimeters.

Subterranean tiberium really does add to the total, but even then, I would casually estimate that we are looking at somewhere between one and ten quadrillion tons of tiberium on Earth.

Unless I'm missing something, getting much beyond that strains credulity with the sheer amount of bedrock that would have to be converted to tiberium. Like, you'd need solid layers of underground tiberium hundreds of meters thick underlying virtually every part of the planetary surface to get up to 100 quadrillion tons. Even then, you would be well short of the total mass of the Earth's crust (roughly 25 quintillion tons, if cursory Internet research hasn't failed me)

We also have mid-way through next Plan till the next election.

We're gonna be too busy this year getting on top of our Plan commitments, so, realistically, two years to get on top of it. Plenty of time.
Well, we can lay groundwork.

We can use Infrastructure dice to build up projects that boost the public, such as lots and lots of Apartments. Or, while we have the money, suborbital shuttles. Scaling up shuttle flights would permit civilian passenger flights between the Zones to resume more freely, too, which will help.

We can use all Light Industry dice not committed to Bergen towards stuff that improves civilian quality of life. I think we should finish the drone factories, but aside from that, let's look heavily at the new projects that appeared in the 2061Q1 turn post.

We can continue to use Agriculture dice (on the basis I planned in my recent plan draft a little while ago) to prepare to get Ranching Domes out by the end of the year, which is then the cornerstone for systematic diversification and expansion of luxury foods (by 2050s GDI standards) in the Fourth Plan.

We can see what pops up in Services; historically, whenever there's been a lot of demand for improved quality of life, we've seen Services projects that enhance it. I for one would be interested to see a revival of the old Virtual Reality Arcades option, which disappeared at the end of the Second Plan when Seo took office. Back then, a project with a description like

(progress 0/225: 10 resources per die) (++++ Consumer Goods, - Capital Goods, --- Energy)

Was kind of toxic. Nowadays we'd be all over that.

Only thing I'd change about his plan is moving from Agri Mech to Aquaponics, @Void Stalker had a good point how the progress cost of the former is greater then two phases of the latter, and both give the same amount of Food.
I want mechanization for flavor and capstone benefits. I suspect that gated behind Phase 2 of mechanization are things like "advances to space agriculture" and "using lots of civilian drones on this stuff" and "large-scale expansions of automated production of yummies."

Just churning out more and more Standard Issue Aquaponics Bays isn't going to get us anything new.

Besides, I'm not really Resource-hungry in this plan draft; I had no trouble finding the R to pay for everything, though I might have done a second Bergen die if I had a little more money.

So I say we go for the project that's been sitting there taunting us all this time. We'll get the job done.[/quote]
 
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I honestly don't remember.
Perennials X+1 may be needed if the population has grown enough.
Yeah sure. While we're at it, we should do Wadmalaw Kudzu Phase 3.

But Reallocation comes with setting new plan goals. And that comes with choices along the lines of "we must provide [lots/more/tons/fucktons] of Consumer goods" and other things.
I also expect to see a mandatory "complete X Zone Armor factories" item. As well as some other stuff like that.

It's both a "if we don't keep working on it, we'll be in deep trouble", a "the more we do now, the less mandatory things we'll be looking at for the new plan", and a "expect to see things mandated to keep IF from gaining too much power". Okay, that was 3 things, it's late.
Oh yeah, sure.

I'm expecting, at minimum, to see...

Hm. Another Stored Food target, hopefully manageable.

A very ambitious Consumer Goods target; the QM made noises about redefining Consumer Goods into multiple categories (differentiating between things people need, like shirts, and things people really want, like good computers and protein that doesn't taste like yuck, and things people desire, like high-end luxury foods. And if we've done Civil Satisfaction Surveys along with the Economic Census project that cleared this turn, we might see that pop up at reapportionment. Upgraded agricultural options will definitely be on the list, but we'll also see stuff like "promise to build Personal Electric Vehicle Plants" on the menu, I think.

Definitely a mix of Military targets. This will likely include Zone Armor, a number of things for the Navy and Air Force, and some pretty aggressive beefing up of our space-based orbital firepower in case those alien bastards from Jupiter come looking for a rematch.

There might or might not be a Capital Goods target; the economy is no longer really pinched by that first and foremost and I think at this point everyone trusts us to keep the supplies rolling the way we do with Energy.

I remember the QM also mentioning a probable target for the Treasury to do a certain amount of active spin-off of departments and projects, or to do something like grants (that is, RpT subtracted from Treasury budget and used to fund other things) even if it's not grants in the sense that caused all the arguments during the Granger years.
 
@Ithillid I had a random thought earlier (and then forgot it).
It could be interesting if we could choose who is going to run these Bureaus when we spin them off.

For example, the Bureau of Arcologies could have 3 potential candidates for running it.
Candidate #1 is from a social services background and focuses on pushing Arcology housing for all, giving an extra +Housing per turn.
Candidate #2 is a really good, but also very artistic, architect. Their design choices make the new arcologies more comfortable to live in, giving an extra +Consumer Goods trickle.
Candidate #3 is an engineer from the redundancy department of redundancy, and will make the arcologies super resilient. Which equates as a small trickle of Energy Reserve.

Different candidate choices could also have political consequences.
 
Does anyone know the overall biomass (Carbon weight) consumed by Tiberium since it arrived on Earth? If not that, does anyone know the overall mass of Tiberium currently on Earth? I'm trying to model and see how much of Earth's biosphere has been destroyed by the arrival of Tiberium.

Earth's current biomass is about 550 Gigatonnes, with 82% of that coming from plants and 16% coming from bacteria. Much of that plant matter is in the Rainforests, which are Red Zones the Tiberium franchise. I estimate that Tiberium has consumed at least 350 Gigatonnes of biomass. Earth doesn't have much of a biosphere left - that's why we have ranching domes as a project and had to put in actual government resources into domestic animals. Chicago was called a terraforming project for a reason.

So, not 1.2e15. 1.5e13. Which, yes, translates into about 120 trillion tons of tiberium.
That sounds about right for the amount that's being converted into our economy. In this quest, the Tiberium economy abstracts away counting bulk resources like steel and aluminum into the blanket resources. In the year 2020, about 1.9 trillion tonnes of steel and 4.4 billion tonnes of concrete were produced worldwide. Assuming perfect conversation rates from tiberium into steel (see: spherical cows) and no further growth (big and absurd assumptions, I know), it would take at least 60 years at that rate to clear out the Red Zones.
 
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Say rather that we are dice-constrained. That is, we wish to accomplish as much as possible while Treasury is in its swollen state, not least because we have undertaken promises and obligations that cannot be met otherwise. We are to a large extent constrained in what we can accomplish by how many dice we have available to Do Things with, because right now the budget is vast and we can afford to do many things. Many of which we explicitly promised to do.

The time for spinoffs is when those promises are kept, not before those promises are kept.

If we're on a dice economy kick and trying to hurry up and knock off Plan goals, why are we even doing Chicago? Chicago Phase 4 is a "would be nice to have" action. It doesn't even save us any Energy compared to just building the refineries and hitting our cap target that way. Given everything you've said, we should be enacting a plan that keeps our Infrastructure dice open to help with calorie reclamation (which immediately alleviates a lot of the pain over in Agriculture, and makes it a lot more likely that we can finish Ranching Domes before the end of the Plan).

Also, this saves one of the ten precious Heavy Industry dice available for the laser project, which is really good because we're gonna be counting on that to supply us with Energy some time in Q2 or more likely Q3.

No Simon. Just no. I'm not interested in any argument you have this turn that contradicts your arguments last turn.

Also not really interested in arguments about not spinning off Dice. There is an opportunity cost each turn we don't spin off one of those that in my mind matches the opportunity cost of having to focus down plan goals with more Dice. I'll talk about both of these as soon as I rework my plan because I just realized I have multiple things I want done differently in it.
 
@Ithillid I had a random thought earlier (and then forgot it).
It could be interesting if we could choose who is going to run these Bureaus when we spin them off.

For example, the Bureau of Arcologies could have 3 potential candidates for running it.
Candidate #1 is from a social services background and focuses on pushing Arcology housing for all, giving an extra +Housing per turn.
Candidate #2 is a really good, but also very artistic, architect. Their design choices make the new arcologies more comfortable to live in, giving an extra +Consumer Goods trickle.
Candidate #3 is an engineer from the redundancy department of redundancy, and will make the arcologies super resilient. Which equates as a small trickle of Energy Reserve.

Different candidate choices could also have political consequences.
That sounds really cool, with the caveat that these guys would almost have to have much more subtle mechanical effects. You can't have the "right" choice of manager doubling the impact of the Bureau's Housing trickle from +1/turn to +2/turn. Not unless the same thing also makes the Bureau significantly more expensive.
 
That sounds really cool, with the caveat that these guys would almost have to have much more subtle mechanical effects. You can't have the "right" choice of manager doubling the impact of the Bureau's Housing trickle from +1/turn to +2/turn. Not unless the same thing also makes the Bureau significantly more expensive.
Yeah, as far as numbers go, I'd expect them to be something like +1 a year.
But then at a later point, we'd have the option of increasing the Bureau's funding to increase base effect and the bonus from the Bureau's head.
 
Yeah, as far as numbers go, I'd expect them to be something like +1 a year.
But then at a later point, we'd have the option of increasing the Bureau's funding to increase base effect and the bonus from the Bureau's head.
I think our endgame for the Bureaus is to eventually foist them off as "not our budgetary responsibility anymore..."
 
So what about Alternate energy div.? After Industrial lasers and another phase of Fusion?
I don't know if we even need Phase 9 of the fusion reactors (the next after the one we're working on) right now. The crystal beam lasers are good for +10 Energy, and with a bit extra coming in from ion power in the Red Zone Border Offensives we'll probably be doing to get ready for super-glacier mines soon, that may be enough to tide us over now that we're nearly done with Energy-intensive war factory construction.

To me, the big priorities in Heavy Industry are:

1) Finish Anadyr and Crystal Beam Laser Deployment (obviously)

2) Research and development: Advanced Alloys, Improved Fusion possibly if we can get enough of the helpful techs and infrastructure, Low Velocity Particle Accelerator, Microfusion Cell... Several attractive SCIENCE! projects in Heavy Industry, most of which are expensive enough that we'd probably be happy to do them sooner rather than later.

3) Suzuka Prototype Hover Chassis Factory. Seriously, this one has been waiting for years, and it's bottlenecking all attempts on our part to develop hover-capable vehicles. That's Scrintech we've just been sitting on for all this time...!

...

If you ask me, we should do the Division of Alternative Energy project in 2061Q4 at the last minute so that it's ticking over in the background helping us stay supplied with Energy in the early turns of the next Plan. We've got too much else to do with Heavy Industry dice at the moment, and I'm not sure we actually need the Energy just yet.
 
Misspoke, I meant finish current 8-th stage of fusion.

I wonder if we can organise a dedicated R&D division to do all development projects in the background.

Now granted, if we organise it development will probably be slower and maybe 1 project at a time, and we lose possible bonuses from Nat 100 for projects completed by this division.
 
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New preliminary plan and a lot of arguing with @Simon_Jester incoming, I think, on my part:

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 v2.2:
-[ ] Infrastructure 6/6 95 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Blue Zone Apartment Complexes (Phase 6) (Updated?) 0/160? 10 Resources per Die, 3 Dice = 30 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 + 4 Free Die 210 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, 6 Dice = 120 Resources
--[ ] Isolinear Chip Foundry Anadyr 258/320 50 Resources per Die, 1 Die = 50 Resources
-[ ] 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 100 Resources:
--[ ] Blue Zone Aquaponics Bays (Phase 4) 75/140 10 Resources per Die, 1 Die = 10 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, 1 Die = 10 Resources
--[ ] Freeze Dried Food Plants 181/200 20 Resources per Die, 1 Die = 20 Resources
--[ ] Extra Large Food Stockpiles 1 Die
-[ ] Tiberium 7/7 Dice 210 Resources:
--[ ] Harvesting Tendril Deployment (Phase 2) 74/750 30 Resources per Die, 7 Dice = 210 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

95+210+55+100+210+140+180+140 = 1130/1130

My plan still doesn't do the Improved Hewlett Gardener Process Development because we haven't done the NOD Gacha yet which might get us some sort of better Tiberium Processing and also I'm aiming for all Plan Goals to be done in Heavy Industry now because I expect to do Chicago in Q3 as a means of finishing our processing plan goals:

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 3 Dice on Blue Zone Apartment Complexes for a 99% chance and an Average DC of 15 to complete Phase 6 and 16% chance and an Average DC of 66 to complete Phase 7. Probably. We did just complete all the Phases whose progress we could see.
- 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.
- 6 Dice on Crystal Beam Industrial Laser Deployment for a 41% chance and an Average DC of 56 to complete this plan goal.
- 1 Die on Anadyr for a 83% chance and a DC of 18 to complete this plan goal.

- 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.

- 1 Die on Blue Zone Aquaponics Bays for a 75% chance and a DC of 26 to complete Phase 4.
- 3 Dice on Ranching Domes for a 42% chance and an Average DC of 55 to complete.
- 1 Die on Strategic Food Stockpile Construction for a 50% chance and an Average DC of 51 to complete Phase 3.
- 1 Die on Freeze Dried Food Plants so it is finally done.
- 1 Die on Extra Large Food Stockpiles to get that over with on time for Reallocation.

- 7 Dice on Harvesting Tendril Deployment Phase 2 for a 33% chance and an Average DC of 56 to complete. 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 and I am not giving up on finishing it this plan because I am not leaving it to flounder for more than a year while we build up our income in the new plan.
- 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.

So on that opportunity cost for not spinning off Dice: Every turn we don't spin off the Dice towards constantly building stuff we need, and sometimes neglect, is another turn where we are not gaining that small trickle in the background that can build up to mean a lot over the various turns we have it.

We need to transition to full Arcology Housing for all our citizens because even if we are winning against Tibrium now, true victory is not guaranteed unless we get enough science to build the TCN from either Kane/Tacitus or the Scrin Gacha and the Arcology Bureau will evolve into our Space Housing Bureau with time which we will not have a lot of considering that next plan we are planing to go into a lot of Space Housing.

And having +3 Energy ticking off in the background isn't the only benefit of the Division of Alternative Energy, we also get Energy Infrastructure resilience from having built it up so that a NOD terror attack can't just take out a chunk of it by blowing up one power plant.

Also we don't even have the option to spin off the ammo production yet.
 
Hmmm, I like all these plans putting two free dice into orbital :)

Regarding spinning dice off in Alternative Energy, think of it from a meta optimization perspective. Less dice means less rolls, which means less projects, which means Ithillid will need to write less, which means faster update turnouts, which means less time we need to dedicate to endless discussions about minute efficiency optimizations.

Also iirc we have an absolute dice limit of 60.

[X] Plan Curiosity and Construction
 
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[X] Plan Curiosity and Construction

Since there is actually plans to choose from this one please.
 
Just as an approval vote
[X] Plan Curiosity and Construction
 
I'm going to be in favor of a plan that spins off the bureaus of Arcologies and Alternative Energy in 2061Q4. Until then, we have a lot of things to do that have real potential as ways to direct those dice, and I don't want to give up the control yet.

Brogatayr says hi with this. And that was a masterstroke. Hmm besides the India warlord are there any others we have not seen yet?
I'm not sure Bintang ever rolled a masterstroke instead of a "just fight" die.

As for the rest well, I'll say this in fairness. Having one of his hover battleships taken out by goddamn GDI space pirates was enough of a black swan event for Krukov that I feel like it's kind of unfair to use that to determine whether going to war was a good or bad idea for him.

On the other hand, everything else about how that sequence of events played out says "bad idea," so yeah. :p

If the sub-departments exist during reallocation we might be able to move them from our budget to the general one at the cost of political support.
You're not wrong, but the odds are that with the departments being quite "young," we'd need to burn some political capital to make that happen. I'm not sure it's really worth it to try. And the departments being, say, six months old rather than one month old at the time of reallocation probably won't make much difference there.
 
2061Q2 Draft Plan: Sprint To October
Infrastructure 6/6 Dice 90 R
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20 R) (70% chance)
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 (3 Dice, 30 R) (99% chance Phase 6, 16% chance Phase 7)
-[] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) 0/80 (1 Die, 10 R) (70% chance)

Heavy Industry 5/5 Dice + 1 Free Die + 1 AA Die 170 R
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 (1 + AA Dice, 40 R) (99% chance)
-[] Crystal Beam Industrial Laser Deployment 51/600 (4 Dice, 80 R) (4/7 median)
-[] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)

Light and Chemical Industry 5/5 Dice 95 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Civilian Drone Factories 104/380 (2 Dice, 20 R) (2/4 median)
-[] Bergen Superconductor Foundry (Phase 3) 0/380 (2 Dice, 60 R) (2/5 median)

Agriculture 4/4 Dice + 2 Free Dice + Erewhon 70 R
-[] Freeze Dried Food Plants 181/200 (1 Die, 20 R) (100% chance)
-[] Blue Zone Aquaponics Bays (Phase 4) 75/280 (2 Dice, 20 R) (99% chance Phase 4, 18% chance Phase 5)
-[] Strategic Food Stockpile Construction (Phase 3) 85/175 (3 Dice, 30 R) (Phase 3, 16% chance Phase 4)
-[] Extra Large Food Stockpiles (E, 0 R) (Auto)

Tiberium 7/7 Dice 175 R
-[] Red Zone Border Offensives (Stage 1) 0/250 (3 Dice, 75 R) (74% chance)
-[] RZ-7 Tiberium Inhibitor 0/120 (1 Die, 30 R) (35% chance)
-[] Tiberium Processing Plants (Stage 2) 20/200 (1 Die, 30 R) (1/2 median)
-[] Improved Hewlett Gardener Process Development 0/160 (2 dice, 40 R) (85% chance)

Orbital 6/6 + 2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/15 median)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (28% chance of Phase 2)

Services 5/5 Dice 180 R
-[] Professional Sports Programs 102/250 (2 Dice, 20 R) (70% chance)
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[] Nod Research Initiatives (2 Dice, 60 R) (32% chance)

Military 8/8 Dice + 2 Free Dice 190 R
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (4 Dice, 80 R) (81% chance)
-[] Escort Carrier Shipyards (New York) 138/240 (1 Dice, 20 R) (40% chance, unless Nat 1 has impact)
-[] Shark Class Frigate Shipyard (Seattle) 0/300 (2 Dice, 60 R) (2/4 median)
-[] Mastodon Heavy Assault Walker Deployment 113/225 (1 + AA Dice, 20 R) (76% chance)

Bureaucracy 4/4
-[] Administrative Assistance- Mastodon Walker
-[] Administrative Assistance- Fusion Power

1130/1130
Energy Worst Case: 5 (Current) + 16 (Fusion) – 2 (Anadyr) – 1 (Chemical Fertilizer) – 1 (Freeze Dried) – 2 (URLS) – 5 (New York) – 3 (Mastodon) = 7 Energy
Food Worst Case: 21 (Current) – 5 (Refugees) + 4 (Chemical Fertilizer) + 6 (Freeze Dried) + 6 (Aquaponics) – 12 (Extra Large Stockpiles) – 6 (Stockpile Construction) = 14 Food

This is a slight modification to Simon's Attempting To Be Done By October plan made after I realized he has 10 spare R, and wanting a second die on Bergen. To do so I changed Agri mech out for BZ Aquaponics which guarantees 6 Food coming in. While I do want Agri Mech complete as I agree with Simon in that the Aquaponics won't have the same narrative results as finishing Agri Mech, I don't want our Food situation to dip too low. However I also want as many dice on Strategic Stockpiles as I can reasonably afford, so there is a balance point I'm trying to reach. In any event moving the three dice on Agri Mech to BZ Aquaponics and Strategic Stockpiles saves 15 R enough to 'promote' the Artificial Wood die to a Bergen one. with the 5 R left over I transferred the Processing Refit die to RZ Border Offensives as the Improved Processors could have an effect on the Refits, as we hope they will on the Processor Construction, and Border Offensives are desirable for many reasons.
 
As for the rest well, I'll say this in fairness. Having one of his hover battleships taken out by goddamn GDI space pirates was enough of a black swan event for Krukov that I feel like it's kind of unfair to use that to determine whether going to war was a good or bad idea for him.
If this had happened to you, I give it a nonzero chance to instantly kill the quest, because it would produce just that much salt.
 
Hmmm, I like all these plans putting two free dice into orbital :)
We have no flex for orbital so some free dice now and Q3 will help make sure we are less likely to fall short.

If this had happened to you, I give it a nonzero chance to instantly kill the quest, because it would produce just that much salt.
Lots of salt yes, probably a reduction in questors for a time but I think it would bounce back.


I want mechanization for flavor and capstone benefits. I suspect that gated behind Phase 2 of mechanization are things like "advances to space agriculture" and "using lots of civilian drones on this stuff" and "large-scale expansions of automated production of yummies."

Just churning out more and more Standard Issue Aquaponics Bays isn't going to get us anything new.

Besides, I'm not really Resource-hungry in this plan draft; I had no trouble finding the R to pay for everything, though I might have done a second Bergen die if I had a little more money.
Looking at it Aquaponics also has the phase tag so phase 6 would be a capstone in that manner. And space agri- well that is more likely gated behind ranching domes and the agri space station. Mainly because the biodome testbeds we did much earlier in the quest talked about how they were prep for space agri in the results.

As it is 2 phases of aqua is more likely to succeed for the same number of dice so it is as much a dice saving measure.
 
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I want the goals you describe- "nation fit for heroes" and all that- but I also want to preserve our reputation as the guys who faithfully deliver on promises and who GDI's citizenry really knows they can trust to keep them physically safe.
Then it is wiser to do things the average citizen will know about and appreciate. For example, the URLS factories are not something a citizen will see or interact with. The military itself isn't feeling strapped for them. Of the war time consumables, I do not remember the lack of the ever posing a problem. It's still a plan goal, but the main consequence of failing to build it would be we don't have one more factory and failed a goal. And mind you, the GM has said failing goals is not the end of the world.

So say we just didn't do that. That's an investment in miliarty/free dice we don't have to make. And it's resources we could put towards activating Free Dice in Agriculture for Ranching Domes, or Services for Sports Programs, or Industry for Personal Vehicles. Or if you still wanted to do military work, use it on Zoner Defender Revisions, or Sparkle Shields. That's covering a hole we're in defensive technologies we were feeling in the latest war, as opposed to offensive technology which was either very good or or good enough by the end.

The war let us prove that GDI could do more then just protect its citizens, that it could hit first. We should start proving we can do more then cover the basics of civilian life. Which we have not done. We do not have butter. Butter is considered a staple ingredient, and the monolithic military industrial giant with energy guns and space ships doesn't have it.
 
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