Part of why I plan to do all the spin off departments is that dropping dice should make it easier for others to get into planning (going for 2 this turn and probably 2 Q3 and 1 Q4)
I'm really not sure that'll help much. Figuring out what to do with 57 dice isn't much harder than figuring out what to do with 52 dice, if you ask me.

Heavy Industry 5 dice +29 5/5 +1 145R
-[] Advanced Alloys Development 0/120 1 die 15R 30%
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 2 dice 40R 100%
-[] Crystal Beam Industrial Laser Deployment 51/600 2 dice 40R
-[] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
Any particular reason for a push on Advanced Alloys instead of putting the third die on Crystal Beam Deployment? Just for the +5 R?

Light and Chemical Industry 5 dice +24 5/5 65R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[] Civilian Drone Factories 104/380 3 dice 30R 24%
-[] Carbon Nanotube Foundry Expansions 0/300 1 die 20R
Ummmm. Right now we need Bergen more than we need the nanotube foundries, and it's going to be hard to finish both Bergen and the new foundries by Q4. I'd probably let the foundries wait until the next Plan, just on the grounds of "don't start what you can't finish" and "keep it simple." I know you're trying to save up, but I think this is a false economy.

Agriculture 4 dice +24 4/4 +5 +Erewhon 80R
-[] Strategic Food Stockpile Construction (Phase 3+4+5) (Updated) 85/575 8 dice 80R 93%
-[] Extra Large Food Stockpiles 1 die auto (Erewhon)
-Free die for Security Review
Recommend you slide at least one die from granaries to hydroponics. If you're doing that much storing of Food with no extra +Food sources beyond the fertilizer plants, it's gonna be a hungry quarter next quarter. Someone'll start introducing the refugees to fungus bars.

Some of them may re-defect back to Nod. :D

Tiberium 7 dice +39 7/7 210R
-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
-[] Harvesting Tendril Deployment (Phase 2) 74/750 5 dice 150R
For reasons discussed above, I think that if we're gonna do tendrils, we should push hard to do them fast, because we get a lot more Resources out of the action on net (literally twice as many) if it clears this turn instead of next turn.

But it costs us the same amount to do either way, you see...

So if we're gonna make the sacrifice play in hopes that people will appreciate us for it, we should at least get it over with quickly so we have time to build up a useful R buffer of funds that can be funneled into central banking or held in reserve for 2062Q1 when we'll have fallow dice to worry about.

Orbital Industry 6 dice +26 6/6 120R
-[] GDSS Enterprise (Phase 5) 348/1535 5 dice 100R
-[] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
Enterprise is about fifteen dice from completion. At this rate of construction it's gonna be down to the wire whether we finish it on time in Q4 and there will be no space left over to start work on the station bay, Leopard II yard, Conestoga design, orbital cleanup, or anything else we'd like to do.

Military 8 dice +26 8/8 +1 150R
-[] 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%
-[] Escort Carrier Shipyards (Newark) 0/240 2 dice 40R 4%
-[] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
-Free Die for Security Review
As always, I recommend consolidating dice on OSRCT. It is a MUCH bigger project and thus we really really want to get out in front of it if we want to avoid having to frantically overspend like four dice on it in Q4.

Probably, and possibly this Steel Talon project:

[ ] Modular Rapid Assembly System Prototypes (Tech)
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)
Why would the Bogatyr help with MRASP? Do we have signs that Nod has deployed full-scale mobile basing on their flying battleships?

I think this is a pretty good balancing act between keeping up on our industrial/food stockpiling targets while also putting solid effort into consumer production (including starting ranching domes) and high quality housing. It does come at the cost of having to reduce the Military sector to a "mere" 8 dice but it's not like any are going idle, and we should still be fine on all our targets this year. With the war over I think we can afford to slightly relax military spending in favor of surging investment into neglected civilian sectors.
I respect what you're trying to do here, but oppose plans that spend on Ranching Domes at this time, when we are so far from completing so many actual Plan targets.

If we are running idle dice yeah I can see that, but for the coming reallocation if we are doing things right with rolling resources over I don't think we have to run idle dice Q1 for the first time. Probably have to go on the cheaper projects in most categories but those are still projects that have value in finishing.
I think the sheer expense of running a lot of those spinoff bureaus (many of which are more costly than the minimum cost to activate dice in the relevant fields) plus existing bureaus (like the Reconstruction Commission) may undermine us there.

Plus, we're going to be under a strong informal obligation to start out strong in Orbital, since Starbound is pushing to let us keep the moon mining money on the understanding that we'll use moon mining money for space projects instead of terrestrial projects. Since we don't have a lot of 10 R/die Orbital projects, we still won't have enough moon mining income to really turn a profit on that slice of our income.

It is not 0R later. Reallocation means we pick a percent based on what we are willing to spend generally in the 25-30% so for tendrils we get 25 to 30R per turn for the rest of the quest based on what percent we pick each plan... Tendrils also means our other harvest actions are more effective and combined with claws will really boost vein mines so even if we cant push RZ Q1 of next plan we can push Vein mines for a lot of R recovery.
That's funny accounting, not that you're doing it on purpose to be clear.

See, my point is about comparing the impact on our reserves of different completion dates within 2061. Since the project costs the same amount to complete no matter how fast we do it, the cost is the same either which way, so faster completion is straightforwardly better for building up a big reserve.

The 25-30% slice of the Tendrils Phase 2 income we get to keep post-reallocation is not considered in my calculations precisely because it's the same amount any which way. For purposes of "do we want to do this fast (in one quarter) or slow (in three)" it doesn't mean anything on net.

The difference between getting 25-30 RpT out of the action in 2062 and getting 100 RpT out of the action in 2062 does, by contrast, make a huge difference between a 2061 completion date and a 2062 completion date. In my opinion, it militates in favor of the 2062 completion date.

...

Also, from the sound of it, claws are going to have more impact on vein mining next year than tendrils will. My plan is to do claws in 2061, finish Tendrils Phase 2 in 2062Q1, and do a big pile of vein mines in 2062Q1 too. I think this is a good strategy for avoiding ZOCOM overstrain and minimizing fallow dice; I think we'll get better results this way than we would with a 2061 rollout of the tendrils.
 
Heavy stockpiling with real food, enough food production to offset even the massive stockpiling expansion, and starting ranching domes in Agriculture. At the minimum this combined with the Department of Consumer Industrial Development will start to defuse the Milk and Honey folks, while still not being seen as slacking on the real food stockpiles and starting to fill in the light industrial base of all those new ghost cities we're building. In Tib I want to start putting reliable effort into Red abatement again, which means starting the inhibitor now that we have a mutation roll in the near future. Green Zone intensification to continue building out GZ infrastructure, chipping away at tendrils.

Comes at the cost of any Free dice in Military, but we can afford to wind down the military spending just a tad with the war over, as long as we prioritize targets. Might need a handful of Free dice in Q3 and Q4 depending on our luck but for now I think limiting Mil to the base 8 dice is acceptable. Surging investment into civilian sectors now that the war's over is important to win the peace.


[X] Plan Roses Too
-[X]Infrastructure (6 dice) 95 Resources
--[X] Yellow Zone Fortress Towns (Phase 6), 1 die (20R) 70%
--[X] Blue Zone Apartment Complexes (Phase 6), 3 dice (30R) 99%
--[X] Suborbital Shuttle Service (Phase 1), 1 die (30R) 100%
--[X] Bureau of Arcologies, 1 die (15R)
-[X]Heavy Industry (5 dice + 2 Free) 170 Resources
--[X] Continuous Cycle Fusion Plants (Phase 8), 1 die (20R) 88%
--[X] Crystal Beam Industrial Laser Deployment, 5 dice (100R) 2%
--[X] Isolinear Chip Foundry Anadyr, 1 die (50R) 83%
-[X]Light and Chemical Industry (5 dice) 80 Resources
--[X] Chemical Fertilizer Plants (Phase 2), 1 die (15R) 100%
--[X] Bergen Superconductor Foundry (Phase 3), 1 die (30R) 0%
--[X] Civilian Drone Factories, 2 dice (20R) 0%
--[X] Department of Consumer Industrial Development, 1 die (15R)
-[X]Agriculture (4 dice + 4 Free + Erewhon) 115 Resources
--[X] Agriculture Mechanization Projects (Phase 2), 3 dice (45R) 61%
--[X] Ranching Domes, 2 dice (40R) 1%
--[X] Strategic Food Stockpile Construction (Phase 3), 3 dice (30R) 100%
--[X] Extra Large Food Stockpiles, Erewhon die
-[X]Tiberium (7 dice) 175 Resources
--[X] Intensification of Green Zone Harvesting (Stage 7), 1 die (15R) 100%
--[X] Tiberium Inhibitor Deployment (RZ-7), 1 die (30R) 35%
--[X] Harvesting Tendril Deployment (Phase 2), 3 dice (90R) 0%
--[X] Improved Hewlett Gardener Process Development, 2 dice (40R) 85%
-[X]Orbital (6 dice + 1 Free) 140 Resources
--[X] GDSS Enterprise (Phase 5), 6 dice (120R) 0%
--[X] Lunar Rare Metals Harvesting (Phase 2), 1 die (20R) 38%
-[X]Services (5 dice) 180 Resources
--[X] Professional Sports Programs, 2 dice (20R) 70%
--[X] Pinhole Portal Early Primitive Prototype Construction, 1 die (100R) 24%
--[X] NOD Research Initiatives, 2 dice (60R) 32%
-[X]Military (8 dice) 160 Resources
--[X] OSRCT Stations (Phase 3), 4 dice (80R) 81%
--[X] Bogatyr Research Projects, 1 die (30R) 37%
--[X] Escort Carrier Shipyards (Newark), 2 dice (40R) 4%
--[X] Mastodon Heavy Assault Walker Deployment, 1 die (10R) 30%
-[X] Bureaucracy (4 dice)
--[X] Conduct Civil Satisfaction Surveys, 3 dice 92%/80% vs. DC 150/180
--[X] Interdepartmental Favors, 1 die
-[X]Total Cost: 1115/1130 Resources, +15 Resources reserved
 
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Okay, here's the current draft of my plan. I've talked about it before, but key features:

1) This plan actually doesn't quite spend our whole budget. I'm hoping to save a little up for 2062Q1 after reapportionment. Overall goal is to at least TRY to have a reasonable shot at each and every Plan target completing in 2061Q3, though realistically we'd have to get pretty lucky for that to happen; some will probably have to be worked on in Q4, though hopefully we can avoid any real nail-biter photo finishes.

2) I've changed up the Tiberium sector. Goal is now a gradual slow-roll of Tendrils Phase 2 (timed to finish in 2062Q1 to give us an RpT infusion) and Harvesting Claws (timed so we can finish it in 2061Q4 and have it in time for an anticipated vein mining surge in 2062Q1). The reason for this is because I am deliberately avoiding necessitating a big push into the Red Zones to restore our income after reallocation. That means we need good income sources handy, and Tendrils Phase 2 is very good for that, and vein mining will be too. The RZ-7 North American inhibitor is still there, as is research into the improved Hewlett-Gardener process for increasing STUs on future refits.

3) Easy finishing of a fusion phase in Heavy Industry, combined with extensive investment into Crystal Beam Lasers and hopeful completion of Anadyr. Two dice on Bergen, completion of the fertilizer plants to increase food availability in support of ELFS (Extra Large Food Storage), and two dice to continue progress on the interrupted Civilian Drone Factories.

4) Agriculture is dominated by the predictable completion of the freeze-drying plants, ELFS, and the granary expansions. Combined, these put us quite close to hitting the Stored Food target; with or without Emergency Caloric Reprocessing Plants we can hit it, though E-CRP is important if we want to have wiggle room for luxury food production in late 2061.

5) Orbital and Services are fairly self-explanatory. Military priorities are a heavy investment in OSRCT to give us hope of finishing the Plan commitment in 2061Q3, while also making progress on all other remaining military goals.

6) Remaining plan goals that will have to be started or pushed heavily in 2061Q3 even if we're lucky: OSRCT Phase 4, Tiberium Processing Plants Phase 2 or Chicago Phase 4 plus refinery refits, ASAT Phase 4. All these can be handled with a relatively modest number of dice.




1110/1130 Resources
7/7 Free dice

ENERGY PLANNING (pessimistic)
+5 (baseline) -4 (Anadyr) +16 (fusion) -1 (fertilizer) -1 (freeze drying) -1 (mechanization) -3 (Mastodons) -2 (URLS) -5 (New York)
->
+4 Energy (but with all power-hungry military Plan requirements finished, and only the frigate yard remaining)

FOOD PLANNING (pessimistic)
+26 (baseline) +4 (fertilizer) +6 (freeze drying) -12 (ELFS) -6 (Phase 3+4 granaries) -5 (refugees are hungry)
->
+13 Food (with mechanization on the way for +12 more next turn, and/or easy +6 from Aquaponics, in Q3)
(optimistically, could easily be +25 food if Phase 2 mechanization completes, which is more likely than not)

STORED FOOD PLANNING (target: 28 Stored Food)
+12 (baseline) +8 (ELFS) +2 (Phase 3 granaries)
->
22 Stored Food (or 24 if Phase 4 completes)



(NOTE: This version of the plan is defunct. I have since swapped an OSRCT die for a Bogatyr die, out of the apparent desire of a sizeable number of otherwise pro-'October' voters for this.)

[] Plan Attempting To Be Done By October
Infrastructure (+34) 6/6 Dice 90 R
-[] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20 R) (70% chance)
-[] Blue Zone Apartment Complexes (Phase 6+7) 0/320 (4 Dice, 40 R) (Phase 6, 71% chance Phase 7)
Heavy Industry (+29) 5/5 Dice + 1 Free Die + 1 AA Die 170 R
-[] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)
-[] Continuous Cycle Fusion Plants (Phase 8) 243/300 (1 + AA Dice, 40 R) (99.4% chance of Phase 8)
-[] Crystal Beam Industrial Laser Deployment 51/600 (4 Dice, 80 R) (4/7 median)
Light and Chemical Industry (+24) 5/5 Dice 95 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Bergen Superconductor Foundry (Phase 3) 0/380 (2 Dice, 60 R) (2/5 median)
-[] Civilian Drone Factories 104/380 (2 Dice, 20 R) (2/3.5 median)
Agriculture (+24) 4/4 Dice + 2 Free Dice + EREWHON!!! 75 R
-[] Agriculture Mechanization Projects (Phase 2) 26/250 (3 Dice, 45 R) (61% chance)
-[] Strategic Food Stockpile Construction (Phase 3+4) 85/375 (3 Dice, 30 R) (Phase 3, 16% chance of Phase 4)
-[] Extra Large Food Stockpiles (E, 0 R) (autosuccess)
-[] Freeze Dried Food Plants 181/200 (0 Dice, 0 R) (autocompletion)
Tiberium (+39) 7/7 Dice 160 R
-[] Tiberium Harvesting Claw Deployment 0/380 (2 Dice, 30 R) (2/4.5 median)
-[] RZ-7 Tiberium Inhibitor (North America) 0/120 (1 Die, 30 R) (35% chance)
-[] Harvesting Tendril Deployment (Phase 2) 74/750 (2 Dice, 60 R) (2/7.5 median)
-[] Improved Hewlett Gardener Process Development 0/160 (2 Dice, 40 R) (85% chance)
Orbital (+26) 6/6 + 2 Free Dice 160 R
-[] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/14.5 median)
-[] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (38% chance of Phase 2)
Services (+27) 5/5 Dice 180 R
-[] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[] Nod Research Initiatives (2 Dice, 60 R) (32% chance)
-[] Professional Sports Programs 102/250 (2 Dice, 20 R) (46% chance)
Military (+26) 8/8 Dice + 2 Free Dice 180 R
-[] Mastodon Heavy Assault Walker Deployment 113/225 (1 Die, 10 R) (30% chance)
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[] Escort Carrier Shipyards (Newark) 0/240 (3 Dice, 60 R) (54% chance)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (4 Dice, 80 R) (81% chance) (4/9 to Plan goal)
Bureaucracy 3/4
-[] Administrative Assistance- Fusion Power (2 Dice)
-[] Interdepartmental Favor (1 Die)

I would like to emphasize, I believe a 2062Q1 rollout of Tendrils Phase 2 is the best way for us to avoid problems with fallow dice in 2062. This is a core premise of my plan. If you want a fast Tendrils rollout aimed at maximizing our pre-reapportionment reserves and getting the goodwill from stacking another 100 RpT into the overall budget faster, find a plan that puts 7-8 dice on Tendrils. If you want the worst of both worlds, find a plan that puts about four dice on Tendrils with the full intent of finishing in Q3 or Q4 when we won't get as many reserves out of the project.

This is not to say that the people doing otherwise are bad or lesser-than, but I think some people are making some bad choices in this particular moment, seeing that we can rush out another 100 RpT of income before Plan ends, and deciding that we should, but also deciding that there is no great urgency in doing so.

(EDIT: Also aporoval voting @F0lkL0re )

[] Plan Hello Civilian Are You Having A Satisfactory Day?
 
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[X] Plan Tendrils and Portals And Chicago

Infrastructure 6 dice 130R +34
-[X] Blue Zone Apartment Complexes (Phase 6?) 0/160 2 dice 20R 72%
-[X] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
-[X] Chicago Planned City (Phase 4) 3/550 3 Infra dice+1HI die 80R

Heavy Industry 5 dice+2 free die 150R +29
-[X] Continuous Cycle Fusion Plants (Phase 8) 243/300 1 die 20R 88%
-[X] Crystal Beam Industrial Laser Deployment 51/600 4 dice 80R 2%
-[X] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%

Light and Chemical Industry 5 dice 55R +24
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[X] Civilian Drone Factories 104/380 3 dice 30R 24%
-[X] Artificial Wood Development 0/60 1 die 10R 85%

Agriculture 4 dice+3 free dice+erewhon 70R +24
-[X] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 3 dice 30R 74% (Phase 4 100%)
-[X] Strategic Food Stockpile Construction (Phase 3+4) 85/375 4 dice 40R 65%
-[X] Extra Large Food Stockpiles 1 erewhon die auto

Tiberium 7 dice+1 free die 240R +39
-[X] Harvesting Tendril Deployment (Phase 2) 74/750 8 dice 240R 75%

Orbital Industry 6 dice+ 1 free die 140R +26
-[X] GDSS Enterprise (Phase 5) 348/1535 6 dice 120R
-[X] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%

Services 5 dice 165R +27
-[X] Professional Sports Programs 102/250 2 dice 20R 70%
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
-[X] NOD Research Initiatives 0/200 1 die 30R

Military 8 dice 155R +26
-[X] ASAT Defense System (Phase 4) 36/220 1 die 20R
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 4 dice 80R 81%
-[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 1 die 15R
-[X] Escort Carrier Shipyards Newark 0/240 2 dice 40R 4%

-[X] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 4 dice 98%


Total 7/7 free dice, 1105/1130 resources used.



[X] Plan Steak and Tendrils
 
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This is @Simon_Jester 's plan with minimal changes to activate all dice and to do "Bogatyr" this turn.
All changes are mentioned below the plan.


[x] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
Infrastructure (+34) 6/6 Dice 90 R
-[x] Suborbital Shuttle Service (Phase 1) 156/200 (1 Die, 30 R) (100% chance)
-[x] Yellow Zone Fortress Towns (Phase 6) 220/300 (1 Die, 20 R) (70% chance)
-[x] Blue Zone Apartment Complexes (Phase 6+7) 0/320 (4 Dice, 40 R) (Phase 6, 71% chance Phase 7)
Heavy Industry (+29) 5/5 Dice + 1 Free Die + 1 AA Die 170 R
-[x] Isolinear Chip Foundry Anadyr 258/320 (1 Die, 50 R) (83% chance)
-[x] Continuous Cycle Fusion Plants (Phase 8) 243/300 (1 + AA Dice, 40 R) (99.4% chance of Phase 8)
-[x] Crystal Beam Industrial Laser Deployment 51/600 (4 Dice, 80 R) (4/7 median)
Light and Chemical Industry (+24) 5/5 Dice 75 R
-[x] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[x] Bergen Superconductor Foundry (Phase 3) 0/380 (1 Die, 30 R) (1/5 median)
-[x] Civilian Drone Factories 104/380 (3 Dice, 30 R) (3/3.5 median)
Agriculture (+24) 4/4 Dice + 2 Free Dice + EREWHON!!! 75 R
-[x] Agriculture Mechanization Projects (Phase 2) 26/250 (3 Dice, 45 R) (61% chance)
-[x] Strategic Food Stockpile Construction (Phase 3+4) 85/375 (3 Dice, 30 R) (Phase 3, 16% chance of Phase 4)
-[x] Extra Large Food Stockpiles (E, 0 R) (autosuccess)
-[x] Freeze Dried Food Plants 181/200 (0 Dice, 0 R) (autocompletion)
Tiberium (+39) 7/7 Dice 160 R
-[x] Tiberium Harvesting Claw Deployment 0/380 (2 Dice, 30 R) (2/4.5 median)
-[x] RZ-7 Tiberium Inhibitor (North America) 0/120 (1 Die, 30 R) (35% chance)
-[x] Harvesting Tendril Deployment (Phase 2) 74/750 (2 Dice, 30 R) (2/7.5 median)
-[x] Improved Hewlett Gardener Process Development 0/160 (2 Dice, 40 R) (85% chance)
Orbital (+26) 6/6 + 2 Free Dice 160 R
-[x] GDSS Enterprise (Phase 5) 348/1535 (7 Dice, 140 R) (7/14.5 median)
-[x] Lunar Rare Metals Harvesting (Phase 2) 11/125 (1 Die, 20 R) (38% chance of Phase 2)
Services (+27) 5/5 Dice 180 R
-[x] Pinhole Portal Early Primitive Prototype Construction 56/180 (1 Die, 100 R) (19% chance)
-[x] Nod Research Initiatives (2 Dice, 60 R) (32% chance)
-[x] Professional Sports Programs 102/250 (2 Dice, 20 R) (46% chance)
Military (+26) 8/8 Dice + 2 Free Dice + 1 AA Die 210 R
-[x] Mastodon Heavy Assault Walker Deployment 113/225 (1 Die, 10 R) (30% chance)
-[x] Bogatyr Research Projects 0/110 (1 Die 30R) (37% chance)
-[x] Universal Rocket Launch System Deployment (Phase 3) 0/200 (2 Dice, 30 R) (23% chance)
-[x] Escort Carrier Shipyards (Newark) 0/240 (2 Dice + AA Die, 60 R) (34% chance)
-[x] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 (4 Dice, 80 R) (81% chance) (4/9 to Plan goal)
Bureaucracy 4/4
-[x] Administrative Assistance- Fusion Power (2 Dice)
-[x] Administrative Assistance- Escort Carrier Shipyards (Newark) (2 Dice)



In order to do this I changed this:

Removed:
-[] Interdepartmental Favor (1 Die)

Added:
-[] Administrative Assistance- Escort Carrier Shipyards (Newark) (2 Dice)

Shifted:
one die from Bergen to Civilian Drone Factories to get enough resources
-[] Bergen Superconductor Foundry (Phase 3) 0/380 (1 Die, 30 R) (1/5 median)
-[] Civilian Drone Factories 104/380 (3 Dice, 30 R) (3/3.5 median)

1120/1130 Resources
7/7 Free dice
 
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When I have more time I'll vote for more plans, but for now the only thing this plan as that I don't like are Pinhole Portals, which I am definitely alone on not liking, and lacks Interdepartmental Favors, which I hope can be changed.

[X] Plan Steak and Tendrils

Other then that, only one comment.
[ ] Zrbite Sonic Weapons Development (Tech) (New)
The development of improved sonic weapons has been an ongoing concern. While the Initiative before the Third Tiberium War had reached the practical limits of existing technology, work with stable transuranic elements has unlocked significant potential to both downscale systems to create effective sonic guns on the personal scale, and improve larger scale systems.
(Progress 0/60: 20 resources per die)
This definitely is least partially derived from Claw Harvesters technology, which have been described as "high frequency shovels." So this is clearly the path to HIGH FREQUENCY BLADES!

*Metal Gear Noises*
 
[X] Plan Roses Too
[X] Plan Steak and Tendrils
[] Plan Attempting To Be Done By October
 
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[X] Plan Steak and Tendrils
-[X] Infrastructure 6/6 dice 95R
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
--[X] Blue Zone Apartment Complexes (Phase 6+7) (Updated) 0/320 3 dice 30R 16% (99% Phase 6)
--[X] Suborbital Shuttle Service (Phase 1) 156/200 1 die 30R 100%
--[X] Bureau of Arcologies (Updated) 1 Infra die -15R auto
-[X] Heavy Industry 5/5 +3 Free dice 190R
--[X] Continuous Cycle Fusion Plants (Phase 8) 243/300 2 dice 40R 100%
--[X] Crystal Beam Industrial Laser Deployment 51/600 5 dice 100R 2%
--[X] Isolinear Chip Foundry Anadyr 258/320 1 die 50R 83%
-[X] Light and Chemical Industry 5/5 dice 55R
--[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--[X] Civilian Drone Factories 104/380 3 dice 30R 24%
--[X] Artificial Wood Development 0/60 1 die 10R 85%
-[X] Agriculture 4/4 +2 Free dice 90R
--[X] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18% (Phase 4 100%)
--[X] Ranching Domes 0/250 3 dice 60R 42%
--[X] Strategic Food Stockpile Construction (Phase 3) (Updated) 85/175 1 die 10R 50%
--[X] Extra Large Food Stockpiles 1 Erewhon die auto
-[X] Tiberium 7/7 dice 210R
--[X] Harvesting Tendril Deployment (Phase 2) (Updated) 74/750 7 dice 210R 33%
-[X] Orbital 6/6 + 2 Free dice 160R
--[X] GDSS Enterprise (Phase 5) 348/1535 7 dice 140R (7/14.5 dice median)
--[X] Lunar Rare Metals Harvesting (Phase 2) 11/115 1 die 20R 38%
-[X] Services 5/5 dice 180R
--[X] Professional Sports Programs 102/250 2 dice 20R 70%
--[X] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
--[X] NOD Research Initiatives 0/200 2 dice 60R 32%
-[X] Military 8/8 dice 145R
--[X] Zone Defender Revision 0/40 1 die 15R 100%
--[X] Bogatyr Research Projects (Updated) 0/110 1 die 30R 37%
--[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
--[X] Escort Carrier Shipyards (Newark) 0/240 3 dice 60R 54%
--[X] Mastodon Heavy Assault Walker Deployment 113/225 1 die 10R 30%
-[X] Bureaucracy 4/4 dice
--[X] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 4 dice 98%

1125R/1130R 7/7 Free Dice 1/1 Erewhon Die


I haven't made a plan entirely of my own in a while, but this turn I really really wanted Steaks, and I really really wanted Tendrils, so I made a plan that does both! :D
I like it. Mind you, I disagree with chunks of it, but I like it for being good at what it does.

My suggestions for making it more good at what it does (and in the process, less like my own plan)...

1a) Move a Newark die to URLS or Mastodon production to free up some more R. I would never normally do this, but we're trying to optimize for tendrils and steaks at the expense of non-tendril, non-steak things. It is moderately unlikely that a URLS or Mastodon die will be wasted, after all.
OR
1b) Flip the fortress die in Infrastructure to an apartment die to free up 10 R. The fortresses are very likely not that urgent.
OR
1c) Flip a single Crystal Beam die into alloys research or building electric car factories to free up 10 R. This one's iffier, but you'll see why I suggest it in a moment.

2) Take one die off Enterprise. Six dice on Enterprise per turn isn't my ideal but it's not bad- it still pushes us in the direction of having wiggle room for confidence in Q4 even if our rolls are relatively weak.

3) With the Free die taken off Orbital, and the +5 or +10 R from Military/Infrastructure/Heavy Industry, put +1 die on tendrils.

This gives us a dramatically better, like twice as high, chance of actually finishing the project in Q2. As in, "40% chance we could fund the whole proposed central banking reserve system off this change alone."

Please consider this change.
 
Removed:
-[] Interdepartmental Favor (1 Die)

Added:
-[] Administrative Assistance- Escort Carrier Shipyards (Newark) (2 Dice)

Shifted:
one die from Bergen to Civilian Drone Factories to get enough resources
-[] Bergen Superconductor Foundry (Phase 3) 0/380 (1 Die, 30 R) (1/5 median)
-[] Civilian Drone Factories 104/380 (3 Dice, 30 R) (3/3.5 median)

1120/1130 Resources
7/7 Free dice
If after a reasonable amount of time has passed, this plan has enough supporters who didn't also approval-vote my plan...

I will sigh, give up Interdepartmental Favors and the dream of sweet sweet +Political Support boosts, and change my plan to become your plan, to avoid vote fragmentation.

Well, that or just concede if yours is straightforwardly more popular than mine.
 
[x] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
[X] Plan Attempting To Be Done By October
 
Why does this cost 20 capital goods per turn? That is more than any other project I can think of. I could see a large initial cost, or for a few turns, but for the rest of the game?
It's not a per-turn cost. It only costs -20 capital goods once.
Please consider this change.
As much as I love dice efficiency, you make a really good point. What about taking the free die off of Industrial Lasers, flipping the Fortress die to Apartments, and then putting the now available free die on Tendrils? Edit: Or is the 2% on Lasers worth taking a die off Enterprise?
 
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...How are the upcoming phases of Red Zone Containment Lines (+1 Energy per) smaller scale than the existing phases of the Lines, or more connected to our power grid?
I was thinking of our RZ harvesting and Glacier mines as small scale, not the Containment Lines. I don't know why we haven't gotten power from the collectors being implemented there. I can only guess that they have not been implemented there yet.
 
Rather offtopic, but I was looking at the map and did some thinking on where we should focus future abatement efforts. Note that all of these are definite long-term projects, that in some cases may well take a decade or more to yield results. Still, if anyone plans to build MARV hubs or Tib Inhibitors in the future, maybe keep the following in mind.

Note:
I mostly ignored any projects in enemy territory, on the assumption that doing major construction projects there simply won't work. Exceptions are YZ1 West/Mandvi, which assumes that we'll be well into Karachi at that point and thus hold the ground, and YZ13 North/Algiers, which while technically enemy territory is well inside the RZ by now, and thus should be mostly uncontested.
Also, reclamator hubs open up Inhibitors and (iirc) glacier mines in the same locations.

Offensive operations project GDI power into Nod territory, Defensive projects secure our own assets (sealanes especially, I didn't bother listing anything that merely secures the local area), and Logistics projects open up new transport routes.


NA Transcontinental (Logistics)
[ ] Tiberium Inhibitor Deployment
-[ ] Red Zone 7 (Progress 0/120: 30 resources per die) (+2 Red Zone Abatement) (2 Political Support)
[ ] Reclamator Hubs
-[ ] Reclamator Hub Yellow Zone 9 (Progress 0/335) (Guaymas) (3 Points Yellow Zone Mitigation, 15 RpT)

Suez Canal (Logistics/Defensive)
The Suez' value as a global transport route is significantly diminshed by having to take wide detours around India and SE Asia. It's still significant, providing a shortcut between the Arab peninsula, and Europe and the NA East Coast, running entirely through waters that are very easy to secure against hostile ships - though not against attacks from the western bank of the Red Sea, or the coasts of the Western Med. Might also serve as Maskirovka for Karachi.
[ ] Reclamator Hubs
-[ ] Reclamator Hub Red Zone 1 South (Progress 0/335) (Tripoli) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
-[ ] Reclamator Hub Red Zone 3 South (Progress 0/335) (Beirut) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Western Med (Offensive/Defensive)
Cuts off the connection between the European and the West African YZs. Also secures the sealanes if the Suez is reopened
[ ] Reclamator Hubs
-[ ] Reclamator Hub Yellow Zone 13 North (Progress 0/335) (Algiers) (3 Points Yellow Zone Mitigation, 15 RpT)
Technically located in a red zone by now, but still shallow enough to let us flank into Nod rearlines.​

East Africa (Defensive)
Provides ports to defend the sealanes off the east african coast against Bintang.
[ ] Reclamator Hubs
-[ ] Reclamator Hub Yellow Zone 16 (Progress 0/335) (Berbera) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Red Zone 2 South (Progress 0/335) (Dar Es Salaam) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Karachi Invasion (Offensive/Logistics)
Operations that support the invasion of Pakistan, Karachi Planned City, and the logistics route into BZ 18.
[ ] Reclamator Hubs
-[ ] Reclamator Hub Yellow Zone 1 West (Progress 0/335) (Mandvi) (3 Points Yellow Zone Mitigation, 15 RpT)
Forward defense of Karachi, only feasible after we already hold sizeable territory​
-[ ] Reclamator Hub Blue Zone 4 (Progress 0/335) (Abu Dhabi) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
Possible alternative route to Karachi into BZ18, assuming that MARVs can cross the strait of Hormuz​
-[ ] Reclamator Hub Blue Zone 18 (Progress 0/335) (Lhasa) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)

Panama Canal (Logistics)
[ ] Tiberium Inhibitor Deployment
-[ ] Yellow Zone 11 (Progress 0/130: 30 resources per die) (+2 Yellow Zone Abatement)

West Africa (Defensive)
Provides ports to defend the sealanes off the west african coast against Stahl.
[ ] Reclamator Hubs
-[ ] Reclamator Hub Red Zone 2 North (Progress 0/335) (Congo River) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)

Australia (Offensive)
[ ] Rail Network Construction Campaigns (Phase 5)
A further wave of construction will finalize securing the routes to the Australian Red Zone, and ensure improved supply to GDI's various fronts. At this point however, further construction of rail networks is likely to see increasingly small improvements in the overall supply network, while new city centers are the largest growing strain.
(Progress 39/325: 15 resources per die) (+4 Logistics)
North:
Provides forward airbases to strike at Bintang's home area.​
[ ] Reclamator Hubs
-[ ] Reclamator Hub Red Zone 8 North (Progress 0/335) (Wyndham) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
South:
Provides an overland invasion corridor into east Australia, to deny ports to Bintang​
[ ] Reclamator Hubs
-[ ] Reclamator Hub Yellow Zone 7 (Progress 0/335) (Adelaide) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Reclamator Hub Red Zone 8 South (Progress 0/335) (Eucla) (3 Points Red Zone Mitigation, 25 RpT) (+1 Energy)
 
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[X] Plan Attempting To Be Done By October
[X] Plan Attempting To Be Done By October with more Bogatyr and all dice activated
 
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