@Ithillid
What does "minimum of 1680" resources in the quote below mean?
If I am reading this correctly, we need to transfer at least 240 resources over four years with at least 60 resources per year, or do they want 1680 resources over 4 years, because this would be an insane amount, as in a complete GDI yearly budget they are demanding for 10 PS.

-[ ] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support

Edit:
…and ninja'd.
 
The only reason I see not to is if we'd rather do it in Q4. And I'm wobbling on that option because I might want to do political promises AND interdepartmental favors in the same turn.

I think that's absolutely fine. I just wanted to put it on the radar. It's only half of the equation with the other half being resources GDI is not ready to spend yet it seems.

It's just however those things were setup? The world is vastly different now so we need a banking system setup for that new reality.
 
With Nod getting the upgraded harvester designs reverse engineered in the future, the resource difference between Nod and GDI will become closer in the turns to come. Thus for GDI to maintain the advantage, GDI's economy should be expanded as much as possible before Nod can ramp up in a similar way to catch up economically.

To accomplish such a goal, Tiberium harvesting operations and prerequisite actions must be expanded ASAP, such as the Zone Armor deployment so ZOCOM can finally stop being overworked by everyone else that doesn't have it, for the purpose of being able to pursue more Red Zone operations again, which would then allow Red Zone abatement to continue to grow before mutation renders the current rate of abatement to drop below the average chance of Tiberium growth.
[ ] Intensification of Green Zone Harvesting (Stage 7) (Updated)
A further wave of Green Zone Tiberium harvesting will both improve the logistical connections across the forward Green Zones and provide greater numbers of forward hardpoints and firebases for Initiative troops.
(Progress 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
This option should be also be done ASAP with only 1 dice needed to complete it, while not needing more military manpower to accomplish the task since it's already within the secured area, and being mostly beneficial to further stretch the supply line closer to the edges of the existing Yellow Zone to help defend against Nod incursions.

[ ] Advanced Electronic Video Assistant Deployment
This option has been long overlooked as something that could've provided benefits across the board. While excusable during the war due to resource and dice shortage, it should be considered to be fully deployed in all categories that are worth deploying in. It's only logical to do the option that can speed up all other options after all.

To maximize efficiency, it should be deployed in the order of Services first to speed up the dice that is used for the option itself, and then secondly for Tiberium to accelerate resource acquisition to pay for the rest, and thirdly Heavy Industry to speed up Capital Goods production and Energy production that is also needed for the deployment. The rest might be useful too, but could all become less efficient in terms of benefits from the field dice bonuses if people keep picking options to lose dice for inefficient passive gains.
 
Which can be impactful for reallocation because we need to secure enough votes as well as the PS cost. So shifting these means demands during reallocation are lighter, or fewer promises are needed to get the plan approved.
The other side of that is that if we wait until reallocation, we can make the same promise to multiple parties. Doing it early locks the promise to that party, and that party alone (and may not even improve our bargaining position with that party, if we roll low), and means we'll have to promise even more stuff in the plan goals to everyone else.

And of course, we should also keep in mind that this will help the designated party in the next elections. So, if we were to help the IF (as an example that literally cannot be chosen), we'd be empowering a party that hates us in exchange for a minor shift in support.

We need to be careful to take political promises after careful consideration, rather than just taking what is achievable and available.
---------------------------
Personally, I'm not interested in taking any deals with the Homeland Party. I'd rather not further empower a group that wants to use violence to grab clay for the sake of grabbing clay. When we conquer, I'd prefer that it was for military or economic reasons, rather than revanchism or romanticism. Give our diplomats more space to work on subverting minor warlords and setting up refugee routes, and have our military spend lives and bullets on more important endeavors.
 
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This option has been long overlooked as something that could've provided benefits across the board. While excusable during the war due to resource and dice shortage, it should be considered to be fully deployed in all categories that are worth deploying in. It's only logical to do the option that can speed up all other options after all.

To maximize efficiency, it should be deployed in the order of Services first to speed up the dice that is used for the option itself, and then secondly for Tiberium to accelerate resource acquisition to pay for the rest, and thirdly Heavy Industry to speed up Capital Goods production and Energy production that is also needed for the deployment. The rest might be useful too, but could all become less efficient in terms of benefits from the field dice bonuses if people keep picking options to lose dice for inefficient passive gains.
AEVA hasn't been "overlooked", it's been looked at, and judged as not worth the cost. It takes a chunky amount of energy and Capital Goods, locks a die out of being used, and in exchange gives a +3 bonus to one department's dice. It's probably worth doing sometime next plan for a couple departments (probably one or two of Orbital, Tiberium, Military), but it's certainly not the huge thing you're portraying it as.
 
They are asking for you to turn over 60 rpt starting no later than Q4 2062, another 60 rpt no later than Q4 2063, another 60 rpt no later than Q4 2064, and then a final set of 60 RPT no later than Q4 2065. So, by the end of the plan you are turning over 240 resources per turn.
To just InOps.

I confess curiosity as to what they are planning to do with it all. Is this the budget for the memetic "bribe Bintang to switch sides" fund? :D I am only mostly joking.

Or are they just that overstretched that this is a logical expansion of their normal operating budget? For all I know they're taking up 200 RpT of the government's budget as it is, given that they're up against frickin' Nod.

Or is this not only to InOps?

It's a lot of money but I think we could swing it, seriously. I'm considering it.

With Nod getting the upgraded harvester designs reverse engineered in the future, the resource difference between Nod and GDI will become closer in the turns to come. Thus for GDI to maintain the advantage, GDI's economy should be expanded as much as possible before Nod can ramp up in a similar way to catch up economically.

To accomplish such a goal, Tiberium harvesting operations and prerequisite actions must be expanded ASAP, such as the Zone Armor deployment so ZOCOM can finally stop being overworked by everyone else that doesn't have it, for the purpose of being able to pursue more Red Zone operations again, which would then allow Red Zone abatement to continue to grow before mutation renders the current rate of abatement to drop below the average chance of Tiberium growth.
Good news for you. I'm already on it.

Vote Attempting To Supply The Power Armor! :D

This option should be also be done ASAP with only 1 dice needed to complete it, while not needing more military manpower to accomplish the task since it's already within the secured area, and being mostly beneficial to further stretch the supply line closer to the edges of the existing Yellow Zone to help defend against Nod incursions.
This is iffier, mainly because I think we have other more important things to do in Tiberium. Namely:

1) Raising our processing cap by constructing more tiberium refineries, because all that economic expansion is useless and I am trying to do the expensive work of preparing for economic expansion as I already plan a massive vein-and-glacier mining surge in early 2062.
2) A Red Zone inhibitor, because shrinking Red Zones is very important.
3) Work on tiberium harvesting claws, because those will be MORE impactful for our long term income prospects thanks to how much more efficient they can make our vein mining operations.
4) Research into Venusian tiberium, which is an existential threat we need to know more about, and also a possible way for us to learn things about tiberium even Nod, possibly even Kane himself, does not know.

I consider all these things more important than the specific Green Zone Intensification option you suggest, though if there are extra Tiberium dice free in 2061Q4 I may have a look at the project, and it will certainly be on my docket the next time there isn't anything more urgent to do in Tiberium. Remember, it's not a bad option, but it's far from our best one.

This option has been long overlooked as something that could've provided benefits across the board. While excusable during the war due to resource and dice shortage, it should be considered to be fully deployed in all categories that are worth deploying in. It's only logical to do the option that can speed up all other options after all.
The main obstacle is Capital Goods shortage; we do not have enough to implement it across all categories, and it is particularly problematic to implement it right now because we are trying to use every die to optimal efficiency to complete Plan targets.

To maximize efficiency, it should be deployed in the order of Services first to speed up the dice that is used for the option itself, and then secondly for Tiberium to accelerate resource acquisition to pay for the rest, and thirdly Heavy Industry to speed up Capital Goods production and Energy production that is also needed for the deployment. The rest might be useful too, but could all become less efficient in terms of benefits from the field dice bonuses if people keep picking options to lose dice for inefficient passive gains.
I partially disagree with your analysis. Applying it to Services is not necessarily more efficient because of the high initial expense and limited payoff. Right now, we average 74.5 points per die in Services; with AEVA, that goes to 77.5. Either way, we still end up needing to roll three Service dice per action to have an acceptable chance of completing any given AEVA action; all it does is slightly shift the balance of probability.

I think Orbital should be our first target, because Orbital mostly revolves around very large long-lead megaprojects where rolling a tiny +3 bonus can integrate over 20-30 dice into something that actually saves us dice reliably. Heavy Industry second, because it also has a lot of megaprojects, including the Capital Goods megaprojects we need to fund more AEVA development.

Tiberium isn't un-attractive, but it already has by far our largest dice bonus and we've rarely if ever had trouble meeting ambitious Plan targets in that category. Infrastructure is attractive because it includes some sizeable megaprojects (planned cities and arcology waves) and we're likely to have ambitious Plan targets there.

Military and Services are arguably least attractive of the Big Eight because most of our projects there consist of a lot of short-running projects where the only difference an extra +3 on the dice roll makes is usually that we get +3 more points of overkill on a project where that accomplishes nothing for us. Light Industry and Agriculture are somewhere in the middle, better than those two but less attractive than Tiberium, Infrastructure, Orbital, and Heavy Industry.

But again, the problem is finding the Capital Goods to do this. We'd be fools to just ignorantly spend all our Capital Goods surplus on this and this alone while ignoring all other concerns.

The other side of that is that if we wait until reallocation, we can make the same promise to multiple parties. Doing it early locks the promise to that party, and that party alone (and may not even improve our bargaining position with that party, if we roll low), and means we'll have to promise even more stuff in the plan goals to everyone else.
Most of the listed promises are things that only one party is likely to ask for. Nobody but the Militarists cares whether we finish the last Shark yard in a hurry, for example.

And of course, we should also keep in mind that this will help the designated party in the next elections. So, if we were to help the IF (as an example that literally cannot be chosen), we'd be empowering a party that hates us in exchange for a minor shift in support.
On the other hand, in a case like the FMP, we're empowering the part of the party that likes us. It is to our advantage if FMP thinks it can actually ask us for things that will benefit the expansion of the private sector of the economy (even if that means co-ops benefiting and not the now-dead megacorporations), that is probably better than having FMP in permanent opposition and willing to listen to anyone who proposes to take Treasury down a peg (even Initiative First).

Personally, I'm not interested in taking any deals with the Homeland Party. I'd rather not further empower a group that wants to use violence to grab clay for the sake of grabbing clay.
Most of the homelands they want to reclaim are currently under a Red Zone.

If they want to scrape the tiberium off of, say, Israel or Peru or Iran or the American Great Plains, more power to them, I say.

Also, they're so tiny that empowering them is, frankly, fairly safe.
 
[ ] Predictive Modeling Management
While Artificial Intelligence is far from a panacea, it is a significant way to adjust overall strategic modeling, and make development significantly more predictable. While it will not eliminate the possibility of things going horrifically wrong, it will improve overall outcomes.
(-10 Capital Goods) (Changes dice to 2d50)
This is so good i need this for everything kill all randomness and make it a full on math quest
 
This is so good i need this for everything kill all randomness and make it a full on math quest
This will not kill all randomness, only some. Ironically, I ran the numbers on it.

Also, -10 Capital Goods is a heavy price to pay.

I will only vote for plans daring enough to pretend Q4 exists too for completing goals 😎
My plan utterly depends on Q4 existing to complete ASAT Phase 4, which is necessary in order to get three dice on Zone Armor, which in turn will, I suspect, be the maximum allocation any vaguely responsible plan makes.

My plan also has Venusian tiberium studies. :)
 
Resources:‌ ‌1200 + 0 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35 ‌allocated‌ ‌to‌ ‌grants)‌(+25 from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development)

Political‌ ‌Support:‌ 75
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55/60

Tiberium Spread
22.47 Blue Zone
0.01 Cyan Zone
1.69 Green Zone
22.32 Yellow Zone (93 points of mitigation)
53.51 Red Zone (65 points of mitigation)

Current Economic Issues:
Housing: +47 (20 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17 (+4 in reserve)
Logistics: +30 (-3 from military activity)
Food: +27 (+20 in reserve)(-3 per turn from increasing population) (Perennials: +1 on Q4 2061, +1 on Q1 2062, +1 on Q4 2062, +1 on Q1 2063, +1 on Q4 2063)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16 (+130 in reserve)
STUs: +11
Consumer Goods: +58 (-10 from demand spike) (-4 per turn from increased population) (+3 per turn from Private Industry) (+3 per turn from sub-departments) (+2 per turn from perennials. -1 per turn Q2 2063, -1 per turn Q1 2064) (Net +4)
Labor: +47 (+4 per turn from medical care) (+2 per turn from Immigrant qualifications) (-1 per turn from private industry) (-1 per turn from other government) (Net +4)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2115/2470)‌ ‌
Taxation Per Turn: +30
Space Mining Per Turn: +95
Maintenance Reductions: +40
Green Zone Water: +6

Hey can someone post my plan when voting opens as I'll probably be asleep by then?:

[ ] Plan Running on Glass v3.1:
-[ ] Infrastructure 5/5 120 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 220/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 2) 22/250 25 Resources per Die, 4 Dice = 100 Resources
-[ ] Heavy Industry 5/5 Dice 95 Resources:
--[ ] Advanced Alloys Development (Tech) 0/120 15 Resources per Die, 1 Die = 15 Resources
--[ ] Crystal Beam Industrial Laser Deployment 433/600 20 Resources per Die, 2 Die = 40 Resources
--[ ] Division of Alternative Energy -10 RpT -1 Heavy Industry Die
--[ ] Distributed Heavy Industrial Authority (New?) -30 RpT -1 Heavy Industry Die
-[ ] Light and Chemical Industry 4/4 60 Resources:
--[ ] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[ ] Carbon Nanotube Foundry Expansions 0/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Artificial Wood Development (Tech) 0/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Department of Distributed Manufactures (New) -1 Light and Chemical Die, -20 RpT
-[ ] Agriculture 4/4 Dice + 4 Free Dice 105 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) (Updated) 26/250 15 Resources per Die, 3 Dice= 45 Resources
--[ ] Ranching Domes 228/250 20 Resources per Die, 1 Die = 20 Resources
--[ ] Strategic Food Stockpile Construction (Phase 3) 138/175 10 Resources per Die, 4 Dice = 40 Resources
-[ ] Tiberium 7/7 Dice 145 Resources:
--[ ] Tiberium Processing Plants (Stage 2) 20/200 30 Resources per Die, 2 Die = 60 Resources
--[ ] Venusian Tiberium Studies (New) 0/120 25 Resources per Die, 1 Die = 25 Resources
--[ ] Tiberium Harvesting Claw Deployment (New) 0/380 15 Resources per Die, 4 Dice = 60 Resources
-[ ] Orbital Industry 6/6 Dice + 2 Administrative Assistance Die 160 Resources:
--[ ] GDSS Enterprise (Phase 5) 997/1535 20 Resources per Die, 5 Dice + 2 Administrative Assistance Die = 140 Resources
--[ ] Lunar Rare Metals Harvesting (Phase 2) 56/115 20 Resources per Die, 1 Die = 20 Resources
-[ ] Services 5/5 Dice + Erewhon Die 160 Resources:
--[ ] NOD Research Initiatives 87/200 30 Resources per Die, 1 Die + Erewhon Die = 60 Resources
--[ ] Regional Hospital Expansions (Phase 1) (New) 0/300 25 Resources per Die, 4 Dice = 100 Resources
-[ ] Military 8/8 Dice + 3 Free Dice 205 Resources:
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 resources per Die, 8 Dice = 160
--[ ] Universal Rocket Launch System Deployment (Phase 3) 133/200 15 resources per Die, 1 Die = 15 Resources
--[ ] Escort Carrier Shipyards (High Priority) Newark 179/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 144/225 10 Resources per Die, 1 Die = 10 Resources
-[ ] Bureaucracy 4/4 Dice:
--[ ] Administrative Assistance Enterprise x2 4 Dice

120+95+60+105+145+160+160+205 = 1050/1200

My plan still doesn't do the Improved Hewlett Gardener Process Development because we haven't finished 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 doable in Q4 2016:

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 4 Dice on Suborbital Shuttle Service for a 98% chance and an Average DC of 22 to complete Phase 2 and a 8% chance and an Average DC of
72 to complete the entire Action. Metro expansion is cheap so we should do it after the Shuttle Service is done.

- 1 Die on Advanced Alloys Development for a 30% chance and a DC of 76 to complete. I'm trying not to waste Dice with this one.
- 2 Die on Crystal Beam Industrial Laser Deployment for a 57% chance and an Average DC of 47 of to complete this plan goal.
- 1 Die on Division of Alternative Energy to get some regular Energy income going
- 1 Die on Distributed Heavy Industrial Authority to get some regular Capital Goods income going

- 1 Die on Civilian Drone Factories for a 52% chance and a DC of 49 to complete this Action.
- 1 Die on Carbon Nanotube Foundry Expansions because we have so many uses for Nanotubes, most of them Military including Ablat.
- 1 Die on Artificial Wood Development for a 85% chance and a DC of 21 to reinvent toilet paper properly.
- 1 Die on Department of Distributed Manufactures so we start rebuilding our old-school Capital Goods manufacturing.

- 3 Dice on Agriculture Mechanization Projects for a 61% chance and an Average DC of 46 to complete this action and get us more food.
- 1 Die on Ranching Domes for a 100% chance and a DC of 1 to complete them and get some meat production going unless they autocomplete next turn.
- 4 Dice on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 1 to complete Phase 3, a 90% chance and an Average DC of 32 to complete Phase 4 and a 2% chance and an Average DC of 82 to complete Phase 5. We need Phase 7 done for our plan goal without CRP.

- 2 Die on Tiberium Processing Plants Stage 2 for a 63% chance and an Average DC of 44 to complete this and be done with a plan goal.
- 1 Die on Venusian Tiberium for a 40% chance and a DC of 66 to complete this and finish the Tiberium Heist.
- 4 Dice on Tiberium Harvesting Claw Deployment for a 46% chance and an Average DC of 53 to complete the other harvesting tech deployment and then start vein mines and almost never stop until we hit boreholes.

- 5 Dice and 2 Administrative Assistance Die on Enterprise for a 29% chance and an Average DC of 56 to complete. In other words probably done this turn and if not will need 1-2 Die to finish it in Q4.
- 1 Die on Lunar Rare Metals Harvesting for a 83% chance and a DC of 18 to complete that plan goal.

- 1 Die and Erewhon's Die on NOD Research Initiatives for a 75% chance and an Average DC of 36 to complete that and get the NOD gacha rolling.
- 4 Dice on Regional Hospital Expansions for a 67% chance and an Average DC of 45 to complete Phase 1. We need to get this done people because our new population needs their own hospitals with the way we are building up new towns.

- 8 Dice on Orbital Strike Regimental Combat Team Stations for a 99% chance and an Average DC of 9 to complete Phase 3 and a 42% chance and an Average DC of 58 to complete Phase 4 and be done with this plan goal.
- 1 Die on Escort Carrier Shipyards Newark for a 81% chance and a DC of 20 to complete this plan goal.
- 1 Die on Mastadon deployment for a 61% chance and a DC of 40 to get Steel Talons a new set of bases. Hopefully Steel Talons get new bases next turn.

- 4 Dice on Administrative Assistance on Enterprise so that we can get that done the turn after the next for sure.
 
We might want to tackle this next turn, but most of these are things we already wanted to do anyway. Hopefully, the fact that we are literally about to complete Ranching Domes anyway may net us Biodiversity's appreciation. I think what the Socialists want is impossible. More on this later as I have no intention of actually doing this action right now.

Ranching domes is a gimme. The thing is, they know it's likely to be done no matter what happens anyway. So Like. Our promising that could get us all of one politician who already supports us, giving us slightly more support. I'm gonna take it. But even at it's best. 3 of them going from mild opposition to mild support. in a parliament of thousands is underwhelming.

Or is this not only to InOps?

Pretty sure, InOps are going to forward on that funding to do stuff like paying for Zocom troopers to be reassigned to InOps batallions to crack down on terror cells. More or less, InOps are going to be spreading some of that wealth around into military stuff they want.

I will only vote for plans daring enough to pretend Q4 exists too for completing goals 😎

My plan... uhh. certainly does that. :oops:
 
I'd probably be in favor of doing the FMP option just to release the cap goods to the civilian economy earlier than we would other wise be.

Anyways, during the last reallocation, the following goals were demanded by multiple parties:
FMP, Market Socialists, UYL, Developmentalists: Increase Income
FMP, Market Socialists, Militarists: Cap Goods
FMP, Market Socialists: Consumer Goods
Market Socialists, Reclamation: Abatement
Market Socialists, UYL, Socialists: Arcologies
Militarists, Homeland: Karachi
Militarists, UYL: Shells
Militarists, Developmentalists: Tech Devs
UYL, Developmentalists: Processing Limit
UYL, Socialists, Developmentalists: Kudzu
Starbound, Socialists, Developmentalists: Stations

Clearly multiple parties can demand the same benefit. Even ones that seem like they should only belong to one party (shells to militarists) can be desired by others as well. And now that the smaller parties have more members, it's more likely that there will be even more shared goals this time around. Heck, the Developmentalists wanted to finish Chicago, which is pretty big deal-sweetner that we're currently considering giving to Homeland, when we could just wait two turns and promise it to them both (if the developmentalists still want it).

@Ithillid
Can you clarify what the difference is between the Homeland Party and the Reclamation Party?

If we roll poorly on the number of steps given, do we at least get an automatic "+1 promise made" to that party during reallocation, or are we utterly dependent on the increase in support being enough to decrease their demands?
 
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-[ ] Heavy Industry 5/5 Dice 95 Resources:
--[ ] Advanced Alloys Development (Tech) 0/120 15 Resources per Die, 1 Die = 15 Resources
--[ ] Crystal Beam Industrial Laser Deployment 433/600 20 Resources per Die, 2 Die = 40 Resources
--[ ] Division of Alternative Energy -10 RpT -1 Heavy Industry Die
--[ ] Distributed Heavy Industrial Authority (New?) -30 RpT -1 Heavy Industry Die
Under the circumstances, I'd rather not spin off both departments here. Especially since next turn, you are likely to need (with this plan) to work on the Phase 9 fusion plants, and may need to spend a third die on crystal lasers. I think DHIA is worth it, but DAE is not until and unless we can get some assurance of having more Heavy Industry dice to work with next plan.

-[ ] Light and Chemical Industry 4/4 60 Resources:
--[ ] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[ ] Carbon Nanotube Foundry Expansions 0/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Artificial Wood Development (Tech) 0/60 10 Resources per Die, 1 Die = 10 Resources
--[ ] Department of Distributed Manufactures (New) -1 Light and Chemical Die, -20 RpT
Given that we're going to be hard up for money, I think the DDM is a bad choice to commit to. There will assuredly not be time to finish the nanotube foundries before the end of the year. Furthermore, Bergen Phase 3 is an important project for future high-efficiency fusion reactors, and we won't be able to pay for it soon.

-[ ] Agriculture 4/4 Dice + 4 Free Dice 105 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) (Updated) 26/250 15 Resources per Die, 3 Dice= 45 Resources
--[ ] Ranching Domes 228/250 20 Resources per Die, 1 Die = 20 Resources
--[ ] Strategic Food Stockpile Construction (Phase 3) 138/175 10 Resources per Die, 4 Dice = 40 Resources
This isn't necessarily a BAD plan, but I must question the wisdom of investing on the mechanization right now (when it is strictly optional). If you don't plan to do E-CRP (which isn't in your plan), then you need to finish four phases of stockpiles, and need more dice on that project more urgently than you need to complete the mechanization.

-[ ] Orbital Industry 6/6 Dice + 2 Administrative Assistance Die 160 Resources:
--[ ] GDSS Enterprise (Phase 5) 997/1535 20 Resources per Die, 5 Dice + 2 Administrative Assistance Die = 140 Resources
--[ ] Lunar Rare Metals Harvesting (Phase 2) 56/115 20 Resources per Die, 1 Die = 20 Resources
I think it would be more efficient and wise to scrap the mechanization, put one of the freed-up dice on Enterprise, and the other two on the stockpiles. It's best to put AA dice on cheap projects that would otherwise have a low chance of completion, such as Advanced Alloys or the Mastodon factories.

-[ ] Services 5/5 Dice + Erewhon Die 160 Resources:
--[ ] NOD Research Initiatives 87/200 30 Resources per Die, 1 Die + Erewhon Die = 60 Resources
--[ ] Regional Hospital Expansions (Phase 1) (New) 0/300 25 Resources per Die, 4 Dice = 100 Resources
Putting Erewhon on the Nod research is rather clever, you know. Inefficient, but clever.

I want to note that the general public seems happy with the health care system at the moment; even the newly refounded cities have health care, just not fully developed major hospital complexes right next door. Airlift to major hospitals is available nearby, and they have clinics and emergency care. I suggest spending Service dice on ocular implants and genetics research, which are more likely to improve health outcomes in the medium run.

-[ ] Military 8/8 Dice + 3 Free Dice 205 Resources:
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 3) 5/295 20 resources per Die, 8 Dice = 160
--[ ] Universal Rocket Launch System Deployment (Phase 3) 133/200 15 resources per Die, 1 Die = 15 Resources
--[ ] Escort Carrier Shipyards (High Priority) Newark 179/240 20 Resources per Die, 1 Die = 20 Resources
--[ ] Mastodon Heavy Assault Walker Deployment (High Priority) 144/225 10 Resources per Die, 1 Die = 10 Resources
Of course, I will not be voting for your plan, since it has no Zone Armor. Just saying.

Ranching domes is a gimme. The thing is, they know it's likely to be done no matter what happens anyway. So Like. Our promising that could get us all of one politician who already supports us, giving us slightly more support. I'm gonna take it. But even at it's best. 3 of them going from mild opposition to mild support. in a parliament of thousands is underwhelming.
True. Then again, I'm planning to make other political promises this turn anyway, so throwing in that gimme would seem to cost us nothing.

It's a project we were always planning to do anyway, and I'm planning to do the Political Promises action anyway, so where's the downside, I ask? ;)

Pretty sure, InOps are going to forward on that funding to do stuff like paying for Zocom troopers to be reassigned to InOps batallions to crack down on terror cells. More or less, InOps are going to be spreading some of that wealth around into military stuff they want.
Maybe, but I suspect the great majority of it will be going into more specifically InOps stuff like bribing Nod warlords, expanding their bureaucratic infrastructure for giving people security clearances, and maintaining more security around key locations that might otherwise get hit by terrorists.

I'd probably be in favor of doing the FMP option just to release the cap goods to the civilian economy earlier than we would other wise be.
I'm shaky on the merits of it because we may really need those Capital Goods soon. I foresee another crunch, at least until such time as we can get Nuuk Phase 4 or some other combination of very productive projects up and running.

Anyways, during the last reallocation, the following goals were demanded by multiple parties:

Clearly multiple parties can demand the same benefit. Even ones that seem like they should only belong to one party (shells to militarists) can be desired by others as well. And now that the smaller parties have more members, it's more likely that there will be even more shared goals this time around. Heck, the Developmentalists wanted to finish Chicago, which is pretty big deal-sweetner that we're currently considering giving to Homeland, when we could just wait two turns and promise it to them both (if the developmentalists still want it).
Up to a point. Then again, other parties may well react favorably to us making those promises even if they're not specifically trying to extract those promises.

@Ithillid
Can you clarify what the difference is between the Homeland Party and the Reclamation Party?
...As I understand it, one is more about "screw tiberium" and the other is more about "retake places we used to live," even though the two have interests in common.

If we roll poorly on the number of steps given, do we at least get an automatic "+1 promise made" to that party during reallocation, or are we utterly dependent on the increase in support being enough to decrease their demands?
That... is a good question?
 
And if one is explicitly about retaking land from tiberium, it follows that the people who want to reclaim the land occupied by tiberium will support that party, not the other.

Homeland is about taking land from Nod, with violence. And I'm generally in favor of gaining more land from Nod, but for the sake of strategic or economic gain. Not killing people because our people want to live where the current inhabitants are residing.
 
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Looking at it, maybe we should do the emergency processors for the food reserve and place basically all of our free dice into military / orbit?

We have a 1097~ point commitment in over two turns for the military. We'd need to roll exceptionally well to manage without free dice. As a bonus it frees our agri dice to do milk & honey actions.
 
I confess curiosity as to what they are planning to do with it all. Is this the budget for the memetic "bribe Bintang to switch sides" fund? :D I am only mostly joking.
Basically, to be able to write letters to both krampus and santa telling both "Git gud scrubs. Sincerely, InOps"

More seriously, the point is to build a wide array of defensive and offensive intelligence capabilities, build up a new generation of isolinear based data processing, and take the idea that has been floating around since you recruited the Qatarites of Initiative Shadow Teams and taking it live.
 
Basically, to be able to write letters to both krampus and santa telling both "Git gud scrubs. Sincerely, InOps"

More seriously, the point is to build a wide array of defensive and offensive intelligence capabilities, build up a new generation of isolinear based data processing, and take the idea that has been floating around since you recruited the Qatarites of Initiative Shadow Teams and taking it live.
This is enough to push me from tolerating that favor, to actively desiring it.

Ultra-light materials + hoverships + Sam Fischer skilled teams = ???
 
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I'm still of the opinion anything we do needs to have at least some Karachi in it, because otherwise the dice curse will eventually cause us to fail our plan goal big time. Besides, Karachi has been lying around since the beginning of the quest, and I'm eager to see what storylines completing it will bring.
 
(I may be hit by a power outage at any time. Ion Electrical storm coming through.)

Looking at it, maybe we should do the emergency processors for the food reserve and place basically all of our free dice into military / orbit?
Way ahead of you. ;)

Vote Attempting To Supply the Power Armor! Which makes major progress on the thorny OSRCT requirement with an eight-die investment, and also supplies Ground Forces with the power armor they've been asking for since some time in the middle of the last decade, to ZOCOM's great and mighty relief!

It doesn't do ASAT Phase 4, but that's because deliberate overkill spending on ASAT Phase 5 rollover is actively beneficial, saving us money in the long run, since future ASAT Phase 5 dice will cost 30 R/die and we're almost sure to want to do that project since we have several reasons to put more guns in space.

We have a 1097~ point commitment in over two turns for the military. We'd need to roll exceptionally well to manage without free dice. As a bonus it frees our agri dice to do milk & honey actions.
I've been thinking we need to do this since some time in June and drafting plans accordingly. Vote Attempting To Supply the Power Armor, some time an hour or so from now!
 
I may have gone slightly overboard with the promises and favours.

[] Plan Lots Of Promises
-[]Infrastructure 5/5 60R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 68%
(Supports Green Zone Intensification)
(Progress 220/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Blue Zone Apartment Complexes (Phase 8) 3 dice 30R 99%
(Phase 9 21%)
(Progress 15/160: 10 resources per die) (-3 Logistics, +6 Housing)
-[] Emergency Caloric Reclamation Processor Installations (Phase 1) 1 die 10R 68%
(Progress 0/80: 10 resources per die) (+5 Food in reserve)
-[]Heavy Industry 5/5 100R
-[] Continuous Cycle Fusion Plants (Phase 9) 1 die 20R 0%
(Progress 137/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[] Crystal Beam Industrial Laser Deployment 3 dice 60R 96%
(Progress 433/600: 20 resources per die)
(+6 Capital Goods, +10 Energy)
-[] Low Velocity Particle Applicator Development 1 die 20R 30%
(Progress 0/120: 20 resources per die)
-[]Light and Chemical Industry 4/4 100R
-[] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 0%
(Progress 0/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics)
-[] Civilian Drone Factories 1 die 10R 52%
(Progress 292/380: 10 resources per die) (+2 Logistics, +1 Health, +4 Consumer Goods) (-2 Energy)
-[]Agriculture 4/4 85R
-[] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Ranching Domes 1 die 20R 100%
(Progress 228/250: 20 resources per die) (+8 Consumer Goods, -4 Food, -2 Energy, -2 Labor) (+5 Political Support)
-[] Strategic Food Stockpile Construction (Phase 3) 2 free dice 20R 100%
(Progress 128/175: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[]Tiberium 7/7 150R
-[] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Progress 78/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[] Tiberium Processing Plants (Stage 2) 3 dice 90R 98%
(Progress 20/200: 30 resources per die) (+600 processing potential) (-4 Energy, -3 Logistics)
-[] Tiberium Harvesting Claw Deployment 3 dice 45R 3%
(Progress 0/380: 15 resources per die) (-3 Energy, -2 Capital Goods, -1 Labor) (+5 resources per turn) (Improves efficiency of Vein mines)
-[]Orbital 6/6 140R
-[] GDSS Enterprise (Phase 5) 5 dice + 1 Erewhon die 120R 18%
(Progress 997/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[] Lunar Rare Metals Harvesting (Phase 2) 1 die 20R 83%
(Progress 56/115: 20 resources per die) (+5 Resources per turn)
-[]Services 5/5 125R
-[] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[] NOD Research Initiatives 2 dice 60R 95%
(Progress 87/200: 30 resources per die) (1d10-1 technologies)
-[] Regional Hospital Expansions (Phase 1) 2 dice 50R 0%
(Progress 0/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[]Military 8/8 255R
-[] ASAT Defense System (Phase 4) 2 dice 40R 45%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Orbital Strike Regimental Combat Team Stations (Phase 3) 5 dice + 2 free dice 140R 100%
(Phase 4 10%)
(Progress 5/295: 20 resources per die)
-[] Universal Rocket Launch System Deployment (Phase 3) 1 die 15R 75%
(Progress 133/200: 15 resources per die) (-2 Energy)
-[] Ground Forces Zone Armor (Set 1)
--[] London 1 free die 20R 0%
(Progress 0/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[] Escort Carrier Shipyards
--[] Newark 1 free die 20R 81%
(Progress 179/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[] Mastodon Heavy Assault Walker Deployment 1 free die + 1 admin die 20R 92%
(Progress 144/225: 10 resources per die) (-3 Energy, -1 Capital Goods, -1 Labor, -1 STU)
-[]Bureaucracy 4/4
-[] Administrative Assistance (Mastodon Heavy Assault Walker Deployment) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Make Political Promises 1 die auto
--[] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ ‌28; ‌150)‌: ‌ Turn over 5 Capital Goods, and 20 resources per turn to the private market: +1d20 steps.
--[] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
--[] Militarist:‌ 754 ‌seats‌ ‌(250;‌ ‌274;‌ ‌140;‌ ‌90)‌: Complete Shark class Frigates: +1d10 steps.
--[] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
--[] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
--[] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
-[] Interdepartmental Favors 1 die auto
--[] Navy: Develop and Deploy Governor A: +5 Political Support
--[] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
--[] SCED: Develop and build at least one Conestoga class : +5 Political Support
-[]Free Dice 7/7
-[] 2 in Agriculture
-[] 5 in Military
-[]Resources Income 1015/1200 Reserve 0/0
 
-[] Tiberium (7 dice, +39 bonus, 160 R)
--[] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Inhibitor Deployment (YZ-11 Colombia) 0/130 (1 die, 30 R) (25% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
--[] Venusian Tiberium Studies 0/120 (1 die, 25 R) (40% chance)
You're using 8 dice here, not 7. I believe you accidentally left in the YZ Inhibitor. Also, didn't you want to do the Banking Reform?
This is so good i need this for everything kill all randomness and make it a full on math quest
Not really. I did an "experimental" Array test using 2d50s that you can see below. There's still plenty of randomness: The switch reduces the chances of completing a project in fewer dice than average and the chances of not completing a project on more dice than average. But it's still possible to under- or over-shoot projects. Until we have an excess of Capital Goods, it's not likely to be worth doing.
In preparation for the dice changeover in the future, I've generated the following experimental 2d50 Probability Array, where each 'die' rolls 2d50 dice. You can use the recent (normal d100) array update for comparison. Please note that I've only double-checked a few project's probabilities, and there may be errors. I also haven't completely fixed up the formatting. And here's an anydice program to roll for projects with 2d50 dice. It should be accurate, I think.

Lastly, I want to again thank @HousePet for his assistance on the spreadsheet rework, as that made it about 100 times easier to make this.
NOTICE: Experimental 2d50 Probability Array
This notice is to inform you that this is an experimental 2d50 array, and exists only for comparison with the normal array here. It is not intended for actual use. Please note that you have been notified by this notification notice.
Infrastructure 5 dice +32
-[] Blue Zone Arcologies (Stage 4) 1/600 6 dice 90R 4%, 7 dice 105R 48%, 8 dice 120R 92%
-[] Blue Zone Arcologies (Stage 4+5) 1/1200 13 dice 195R 8%, 14 dice 210R 39%, 15 dice 225R 78%
-[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 80%, 2 dice 40R 100%
-[] Yellow Zone Fortress Towns (Phase 6+7) 220/600 4 dice 80R 22%, 5 dice 100R 86%, 6 dice 120R 100%
-[] Blue Zone Apartment Complexes (Phase 8) 15/160 2 dice 20R 89%, 3 dice 30R 100%
-[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 3 dice 30R 13%, 4 dice 40R 85%, 5 dice 50R 100%
-[] Blue Zone Apartment Complexes (Phase 8+9+10) 15/480 5 dice 50R 23%, 6 dice 60R 83%, 7 dice 70R 99%
-[] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 28%, 4 dice 60R 93%
-[] Rail Network Construction Campaigns (Phase 5+6) 39/650 6 dice 90R 3%, 7 dice 105R 40%, 8 dice 120R 88%, 9 dice 135R 99%
-[] Rail Network Construction Campaigns (Phase 5+6+7) 39/975 10 dice 150R 8%, 11 dice 165R 46%, 12 dice 180R 86%, 13 dice 195R 98%
-[] Suborbital Shuttle Service (Phase 2) 22/250 2 dice 50R 5%, 3 dice 75R 84%, 4 dice 100R 100%
-[] Suborbital Shuttle Service (Phase 2+3) 22/450 4 dice 100R 2%, 5 dice 125R 52%, 6 dice 150R 96%

-[] Chicago Planned City (Phase 4) 3/550 6 dice 120R 15%, 7 dice 140R 70%, 8 dice 160R 97%
-[] Chicago Planned City (Phase 4) w/1 HI die 3/553 6 dice 120R 23%, 7 dice 140R 80%, 8 dice 160R 99%
-[] Karachi Planned City (Phase 1) 0/65 1 die 20R 98%
-[] Karachi Planned City (Phase 1+2) 0/195 2 dice 40R 51%, 3 dice 60R 100%
-[] Karachi Planned City (Phase 1+2+3) 0/455 4 dice 80R 3%, 5 dice 100R 59%, 6 dice 120R 98%
-[] Karachi Planned City (Phase 1+2+3) w/6 Infra dice 0/497 5 dice 100R 25%, 6 dice 120R 88%, 7 dice 140R 100%
-[] Karachi Planned City (Phase 1+2+3+4) 0/975 10 dice 200R 18%, 11 dice 220R 67%, 12 dice 240R 96%
-[] Karachi Planned City (Phase 1+2+3+4) w/6 Infra dice 0/1017 10 dice 200R 6%, 11 dice 220R 43%, 12 dice 240R 87%, 13 dice 260R 99%
-[] Karachi Planned City (Phase 1+2+3+4+5) 0/2015

-[] Tokyo Harbor Reconstruction 4 0/120 1 die 15R 16%, 2 dice 30R 99%
-[] Tokyo Harbor Reconstruction 5 0/60 1 die 15R 97%
-[] Emergency Caloric Reclamation Processor Installations Phase 1 0/80 1 die 15R 80%, 2 dice 30R 100%
-[] Emergency Caloric Reclamation Processor Installations Phase 1+2 0/160 2 dice 20R 76%, 3 dice 30R 100%
Heavy Industry 5 dice +29
-[] Advanced Alloys Development 0/120 1 die 15R 19%, 2 dice 30R 99%
-[] Continuous Cycle Fusion Plants (Phase 9) 128/300 2 dice 40R 55%, 3 dice 60R 99%
-[] Continuous Cycle Fusion Plants (Phase 9+10) 128/600 5 dice 100R 11%, 6 dice 120R 68%, 7 dice 140R 97%
-[] Improved Continuous Cycle Fusion Development 0/120 1 die 120R 19%, 2 dice 240R 99%
-[] North Boston Chip Fabricator (Phase 5) 36/2400
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/1200 12 dice 240R 13%, 13 dice 260R 49%, 14 dice 280R 85%, 15 dice 300R 98%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 51%, 3 dice 60R 99%
-[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 61%, 3 dice 60R 100%
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 19%, 2 dice 40R 99%
-[] Personal Electric Vehicle Plants 0/300 3 dice 30R 11%, 4 dice 40R 80%, 5 dice 50R 100%
-[] Microfusion Cell Development 0/60 1 die 20R 98%
-[] Division of Alternative Energy -1 HI die -10R Auto
-[] Distributed Heavy Industrial Authority -1 HI die -30R Auto
Light and Chemical Industry 4 dice +24
-[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 14 dice 280R 2%, 15 dice 300R 13%
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 6%, 5 dice 150R 59%, 6 dice 180R 96%
-[] Bergen Superconductor Foundry (Phase 3+4) 0/1140 13 dice 390R 2%, 14 dice 420R 17%, 15 dice 450R 50%
-[] Civilian Drone Factories 292/380 1 die 10R 55%, 2 dice 20R 100%
-[] Civilian Ultralight Factories 0/190 2 dice 30R 21%, 3 dice 45R 92%
-[] Carbon Nanotube Foundry Expansions 0/300 3 dice 60R 5%, 4 dice 80R 65%, 5 dice 100R 98%
-[] Artificial Wood Development 0/60 1 die 10R 96%
-[] Department of Distributed Manufactures -1 L&CL die -20R Auto
Agriculture 4 dice +24
-[] Agriculture Mechanization Projects (Phase 2) 26/250 2 dice 30R 2%, 3 dice 45R 68%, 4 dice 60R 99%
-[] Blue Zone Aquaponics Bays (Phase 5) 18/140 1 die 10R 7%, 2 dice 20R 93%
-[] Blue Zone Aquaponics Bays (Phase 5+6) 18/280 3 dice 30R 28%, 4 dice 40R 90%
-[] Blue Zone Aquaponics Bays (Phase 5+6+7?) 18/420 4 dice 40R 2%, 5 dice 50R 40%, 6 dice 60R 90%, 7 dice 70R 100%
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 38%, 3 dice 45R 97%
-[] Vertical Farming Projects (Stage 2+3?) 65/480 5 dice 75R 30%, 6 dice 90R 84%, 7 dice 105R 99%
-[] Ranching Domes 228/250 1 die 20R 100%
-[] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 44%, 3 dice 45R 98%
-[] Spider Cotton Plantations (Phase 1+2) 0/350 4 dice 60R 20%, 5 dice 75R 81%, 6 dice 90R 99%
-[] Spider Cotton Plantations (Phase 1+2+3) 0/540 6 dice 90R 7%, 7 dice 105R 50%, 8 dice 120R 90%
-[] Wadmalaw Kudzu Plantations (Phase 3) 56/450 4 dice 40R 3%, 5 dice 50R 47%, 6 dice 60R 92%
-[] Tarberry Development 0/40 1 die 20R 100%
-[] Poulticeplant Development 0/50 1 die 20R 100%
-[] Strategic Food Stockpile Construction (Phase 3) 128/175 1 die 10R 99%
-[] Strategic Food Stockpile Construction (Phase 3+4) 128/375 3 dice 30R 43%, 4 dice 40R 95%
-[] Strategic Food Stockpile Construction (Phase 3+4+5) 128/575 5 dice 50R 11%, 6 dice 60R 64%, 7 dice 70R 96%
-[] Strategic Food Stockpile Construction (Phase 3+4+5+6) 128/775 7 dice 70R 2%, 8 dice 80R 29%, 9 dice 90R 76%, 10 dice 100R 97%
-[] Caloric Reclamation Processor (Phase 1) 0/80 1 die 10R 69%, 2 dice 20R 100%
-[] Caloric Reclamation Processor (Phase 1+2) 0/160 2 dice 20R 57%, 3 dice 30R 99%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 57%, 3 dice 60R 100%
-[] Tiberium Vein Mines (Stage 2+3?) 5/385 4 dice 80R 46%, 5 dice 100R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 11) 0/350 3 dice 60R 3%, 4 dice 80R 73%, 5 dice 100R 100%
-[] Intensification of Green Zone Harvesting (Stage 7) 78/100 1 die 15R 100%
-[] Intensification of Green Zone Harvesting (Stage 7+8) 78/200 1 die 15R 22%, 2 dice 30R 100%
-[] Intensification of Green Zone Harvesting (Stage 7+8+9) 78/300 2 dice 30R 19%, 3 dice 45R 96%

-[] Red Zone Tiberium Harvesting (Stage 12) 29/150 1 die 25R 24%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/300 3 dice 75R 66%, 4 dice 100R 100%
-[] Red Zone Border Offensives (Stage 1) 0/250 2 dice 50R 3%, 3 dice 75R 84%, 4 dice 100R 100%
-[] Red Zone Border Offensives (Stage 1+2) 0/500 5 dice 125R 23%, 6 dice 150R 86%, 7 dice 175R 100%
-[] Red Zone Border Offensives (Stage 1+2+3) 0/750 7 dice 175R 3%, 8 dice 200R 40%, 9 dice 225R 89%, 10 dice 250R 100%
-[] Red Zone Border Offensives (Stage 1+2+3+4) 0/1000 10 dice 250R 10%, 11 dice 275R 53%, 12 dice 300R 91%
-[] Red Zone Border Offensives (Stage 1+2+3+4+5) 0/1250 12 dice 300R 1%, 13 dice 325R 19%, 14 dice 350R 63%, 15 dice 375R 93%
-[] Red Zone Containment Lines (Stage 6) 54/225 2 dice 50R 79%, 3 dice 75R 100%
-[] Red Zone Containment Lines (Stage 6+7) 54/450 4 dice 100R 31%, 5 dice 125R 94%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/675 6 dice 150R 10%, 7 dice 175R 67%, 8 dice 200R 98%
-[] Tiberium Glacier Mining (Stage 13) 38/205 2 dice 60R 83%, 3 dice 90R 100%
-[] Tiberium Glacier Mining (Stage 13+14) 38/410 4 dice 120R 53%, 5 dice 150R 98%

-[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 70%, 3 dice 90R 100%
-[] Tiberium Processing Refits (Phase 5) 6/100 1 die 20R 70%, 2 dice 40R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/130 1 die 30R 13%, 2 dice 60R 99%
-[] Tiberium Inhibitor Deployment (Red Zones) 0/120 1 die 30R 25%, 2 dice 60R 100%
-[] Improved Tiberium Containment Facilities Construction 0/120 1 die 20R 25%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 62%, 2 dice 40R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 7%, 3 dice 60R 90%

-[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 80%, 3 dice 60R 100%
-[] Visceroid Research Programs 0/120 1 die 15R 33%, 2 dice 30R 100%
-[] Improved Hewlett Gardener Process Development 0/160 2 dice 40R 94%
-[] Tiberium Harvesting Claw Deployment 0/380 4 dice 60R 46%, 5 dice 75R 97%
Orbital 6 dice +26
-[] GDSS Columbia (Phase 1) 0/80 1 die 20R 79%, 2 dice 40R 100%
-[] GDSS Columbia (Phase 1+2) 0/245 3 dice 60R 68%, 4 dice 80R 99%
-[] GDSS Columbia (Phase 1+2+3) 0/580 6 dice 120R 7%, 7 dice 140R 57%, 8 dice 160R 94%
-[] GDSS Enterprise (Phase 5) 997/1535 6 dice 120R 27%, 7 dice 140R 83%, 8 dice 160R 99%
--GDSS Enterprise Bays (1 available)--
-[] Military Bay 0/450 5 dice 100R 14%, 6 dice 120R 71%, 7 dice 140R 97%
-[] Advanced Materials Bay 0/400 4 dice 80R 3%, 5 dice 100R 50%, 6 dice 120R 94%
-[] Station Bay 0/400 4 dice 80R 3%, 5 dice 100R 50%, 6 dice 120R 94%
-[] Gravitic Shipyard 0/450 5 dice 100R 14%, 6 dice 120R 71%, 7 dice 140R 97%
-[] Fusion Shipyard 0/500 5 dice 100R 1%, 6 dice 120R 33%, 7 dice 140R 84%, 8 dice 160R 99%

-[] GDSS Shala - Same as GDSS Columbia.
-[] Orbital Cleanup (Stage 11) 32/85 1 die 10R 98%
-[] Orbital Cleanup (Stage 11+12) 32/170 2 dice 20R 86%, 3 dice 30R 100%
-[] Conestoga Class Development 0/60 1 die 30R 97%
-[] Leopard II Factory 0/350 4 dice 80R 26%, 5 dice 100R 86%, 6 dice 120R 100%

-[] Outer System Survey Probes 0/190 2 dice 30R 25%, 3 dice 45R 94%

-[] Lunar Rare Metals Harvesting (Phase 1) 56/115 1 die 20R 95%
-[] Lunar Regolith Harvesting (Phase 3) 57/295 3 dice 60R 59%, 4 dice 80R 98%
-[] Lunar Regolith Harvesting (Phase 3+4) 57/580 6 dice 120R 18%, 7 dice 140R 72%, 8 dice 160R 97%
-[] Lunar Heavy Metals Mines (Phase 4) 25/350 3 dice 60R 1%, 4 dice 80R 49%, 5 dice 100R 95%
-[] Lunar Heavy Metals Mines (Phase 4+5) 25/690 7 dice 140R 2%, 8 dice 160R 28%, 9 dice 180R 76%, 10 dice 200R 97%
-[] Lunar Water Mine (Inactive)
-[] Helium 3 Harvesting (Inactive)
Services 5 dice +27
-[] Advanced Electronic Video Assistant Deployment 0/200 2 dice 40R 17%, 3 dice 60R 92%
-[] Human Genetic Engineering Programs 0/120 1 die 25R 16%, 2 dice 50R 99%
-[] Hallucinogen Development 0/60 1 die 15R 97%
-[] NOD Research Initiatives 87/200 1 die 30R 25%, 2 dice 60R 99%
-[] Regional Hospital Expansions (Phase 1) 0/300 3 dice 75R 8%, 4 dice 100R 75%, 5 dice 125R 99%
-[] Regional Hospital Expansions (Phase 1+2) 0/600 7 dice 175R 24%, 8 dice 200R 75%, 9 dice 225R 97%
-[] Ocular Implant Development 0/120 1 die 20R 16%, 2 dice 40R 99%
Military 8 dice +26
-[] Advanced ECCM Development 0/40 1 die 20R 100%
-[] ASAT Defense System (Phase 4) 36/220 2 dice 40R 44%, 3 dice 60R 99%
-[] ASAT Defense System (Phase 4+5) 36/715 7 dice 140R 5%, 8 dice 160R 45%, 9 dice 180R 89%, 10 dice 200R 99%
-[] Stealth Disruptor Development 0/40 1 die 15R 100%
-[] Inferno Gel Development 0/40 1 die 10R 100%
-[] Binary Propellant Exploration 0/60 1 die 10R 97%
-[] Military Particle Beam Development 0/100 1 die 20R 45%, 2 dice 40R 100%
-[] Ferro Aluminum Armor Refits 0/350 4 dice 20R 26%, 5 dice 25R 86%, 6 dice 30R 100%
-[] Strategic Area Defense Networks (Phase 1) 0/275 3 dice 60R 21%, 4 dice 80R 88%, 5 dice 100R 100%
-[] Strategic Area Defense Networks (Phase 1+2) 0/600 7 dice 140R 20%, 8 dice 160R 71%, 9 dice 180R 96%
-[] Strategic Area Defense Networks (Phase 1+2+3) 0/975 11 dice 220R 5%, 12 dice 240R 31%, 13 dice 260R 71%, 14 dice 280R 94%

--MARVs--
-[] Reclamator Hub 0/335 4 dice 80R 39%, 5 dice 100R 92%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/361 3 dice 60R 2%, 4 dice 80R 64%, 5 dice 100R 99%
-[] Reclamator Hub w/ 1 Mil 1 Admin + X-2 Tib Dice 0/387 4 dice 80R 39%, 5 dice 100R 96%
-[] Reclamator Hub w/ 2 Admin + X-2 Tib Dice 0/413 4 dice 80R 18%, 5 dice 100R 87%, 6 dice 120R 100%
-[] Reclamator Hub x2 0/670 7 dice 140R 2%, 8 dice 160R 25%, 9 dice 180R 73%, 10 dice 200R 96%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/696 7 dice 140R 18%, 8 dice 160R 75%, 9 dice 180R 98%
-[] Reclamator Hub BZ-1 (Roschino) 39/335 3 dice 60R 8%, 4 dice 80R 75%, 5 dice 100R 99%
-[] Reclamator Hub BZ-2 (Richmond) 58/335 3 dice 60R 20%, 4 dice 80R 87%, 5 dice 100R 100%
-[] Reclamator Hub BZ-2 w/ 2 Mil + X-2 Tib Dice 58/361 3 dice 60R 31%, 4 dice 80R 96%

--Zone Operations Command--
-[] Infantry Recon Support Drone Development 0/40 1 die 10R 100%
-[] Backpack Rocket Launcher Development 0/50 1 die 10R 100%
-[] Zone Lancer Development 0/40 1 die 15R 100%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 97%

--Air Force--
-[] Orca Wingmen Drone Deployment (Phase 1) 0/275 3 dice 60R 21%, 4 dice 80R 88%, 5 dice 100R 100%
-[] Orca Wingmen Drone Deployment (Phase 1+2) 0/550 6 dice 120R 7%, 7 dice 140R 53%, 8 dice 160R 92%
-[] Hammerhead Wingmen Drone Deployment (Phase 1) 0/200 2 dice 40R 15%, 3 dice 60R 90%
-[] Hammerhead Wingmen Drone Deployment (Phase 1+2) 0/400 4 dice 80R 3%, 5 dice 100R 50%, 6 dice 120R 94%
-[] Apollo Fighter Factories 0/80 1 die 15R 72%, 2 dice 30R 100%
-[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%

--Space Force--
-[] OSRCT Station (Phase 3) 5/295 3 dice 60R 21%, 4 dice 80R 90%
-[] OSRCT Station (Phase 3+4) 5/690 7 dice 140R 4%, 8 dice 160R 41%, 9 dice 180R 87%, 10 dice 200R 99%
-[] Orbital Defense Laser Satellite Deployment 0/240 3 dice 60R 57%, 4 dice 80R 98%
-[] Orbital Nuclear Caches 0/175 2 dice 40R 56%, 3 dice 60R 99%
-[] Tactical Ion Cannon Network (Phase 1) 0/275 3 dice 60R 21%, 4 dice 80R 88%, 5 dice 100R 100%

--Ground Forces--
-[] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 88%, 2 dice 30R 100%
-[] Railgun Munitions Factories (Phase 1) 0/200 2 dice 20R 15%, 3 dice 30R 90%
-[] Railgun Munitions Factories (Phase 1+2) 0/400 4 dice 40R 3%, 5 dice 50R 50%, 6 dice 60R 94%
-[] Railgun Munitions Factories (Phase 1+2+3) 0/600 7 dice 70R 20%, 8 dice 80R 71%, 9 dice 90R 96%
-[] Railgun Munitions Factories (Phase 1+2+3+4) 0/800 9 dice 90R 7%, 10 dice 100R 41%, 11 dice 110R 82%, 12 dice 120R 98%
-[] Guardian Mark 2 Development 0/40 1 die 10R 100%
-[] Armadillo HAPC Development 0/40 1 die 10R 100%
-[] Mammoth Block Four Development 0/40 1 die 10R 100%
-[] MBT-7 Paladin Development 0/40 1 die 15R 100%
-[] Ground Forces Zone Armor (Set 1) 0/190 2 dice 40R 25%, 3 dice 60R 94%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Hallucinogen Countermeasures Deployment 0/120 1 die 25R 10%, 2 dice 50R 96%

--Navy--
-[] Infernium Laser Refits 0/450 5 dice 150R 14%, 6 dice 180R 71%, 7 dice 210R 97%
-[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 93%
-[] Governor A Development 0/40 1 die 15R 100%
-[] Island Class Assault Ships 0/40 1 die 20R 100%
-[] Victory Class Monitor Development 0/40 1 die 20R 100%
-[] Shark Class Frigate Shipyards (Seattle) 0/300 3 dice 60R 7%, 4 dice 80R 71%, 5 dice 100R 99%

--Steel Talons--
-[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 70%, 2 dice 20R 100%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 72%, 2 dice 60R 100%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Heavy Combat Laser Development 0/40 1 die 20R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 10%, 2 dice 40R 97%
-[] Buckler Shield Development 0/100 1 die 20R 45%, 2 dice 40R 100%
-[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 79%, 2 dice 40R 100%
-[] Sparkle Shield Module 0/120 1 die 30R 15%, 2 dice 60R 98%
Bureaucracy 4 dice +24
-[] Administrative Assistance 2 die auto (+1 free die this turn with no bonuses.)
-[] Security Reviews DC50 0/50 1 die 98%, 2 dice 100%
-[] Make Political Promises 1 die auto
-[] Interdepartmental Favors 1 die auto
-[] Banking Reforms 1 die -100R auto
-[] Long Term Systematic Planning Organization 1 die -2 free dice auto
-[] Predictive Modeling Management 1 die auto
 
This is enough to push me from tolerating that favor, to actively desiring it.

Ultra-light materials + hoverships + Sam Fischer skilled teams = ???
I will put it in my plan.

I'm still of the opinion anything we do needs to have at least some Karachi in it, because otherwise the dice curse will eventually cause us to fail our plan goal big time. Besides, Karachi has been lying around since the beginning of the quest, and I'm eager to see what storylines completing it will bring.
Just so you know, the Navy more or less vetoed working on Karachi this year because they don't have the firepower to defend the landings around Karachi from Nod counterattacks while also guarding convoys all over the world. Unless Bintang, the Bannerjees, and Afghan Nuke Warlord (al-Isfahani, I think?) let us land unopposed (very unlikely), we'd be marching into a disaster.

The deadline for Karachi completion has been pushed forward to 2065Q4. I for one am planning around attempting the project starting in 2063Q4, just after the 2063 monsoon season, by which time the Navy will have been reinforced by about 80-100 frigates and about 18-ish escort carriers, plus hopefully some significant refits and upgrades to its carrier air arms and fleet antimissile defenses if I get my way.

But it's in the plan. We're just not ready yet because we didn't build enough bote sorry.

You're using 8 dice here, not 7. I believe you accidentally left in the YZ Inhibitor.
I'll take it out. Thought I fixed that.

Also, didn't you want to do the Banking Reform?
I want to do both Political Promises and Interdepartmental Favors in the same turn. I'll do banking reforms next turn.
 
Minor revisions to the plan draft. Thanks to Derpmind for pointing out a few bugs. @Rakuhn , I put the InOps promise in just for you.

First, yes I am deliberately cutting my sole remaining ASAT die to put three dice on Zone Armor. Zone Armor is important, and four dice on ASAT in Q4 will be actively cheaper in the long run than 2-3 dice now and predictably 1-2 dice later, because we'll need Phase 5 in the next plan as we thicken space defenses and orbital fire platforms, and Phase 5 costs 30 R/die.

Second, swapping out the Colombian Yellow Zone inhibitor for the Venusian tiberium studies.

Third, swapping out the banking reforms for some political promises. Still planning to do banking reforms in Q4.



MONEY BUDGET
1060/1200 R

CAPITAL GOODS BUDGET
+16 (baseline) +6 (crystal beam) -1 (Mastodons) -2 (Newark) -1 (New York) = +18

FOOD BUDGET
+27 (baseline) -5 (refugees) -4 (ranching) -6 (granaries with freeze-drying) = +12
(Yes, I am still making pessimistic assumptions about how much they will eat. +14 if the refugees eat only -3 Food next turn, as they did in 2061Q2)

MILDLY PESSIMISTIC ENERGY BUDGET
+17 (baseline) +10 (crystal beam) -2 (ranching) -4 (refineries) -2 (URLS) -5 (Newark) -3 (Mastodons) -3 (New York) = +8 Energy.

(Obviously, this assumes everything completes; many projects might or might not. 13% chance of +4 more if Bergen completes, 6% chance of -10 less if Crystal Beam doesn't complete, very slim chance of going into negatives if our luck is absolutely ass and everything power-hungry completes but nothing power-generating does)

7/7 Free dice

[] Draft Plan Attempting To Supply the Power Armor
-[] Infrastructure (5 dice, +32 bonus, 60 R)
--[] Yellow Zone Fortress Towns Phase 6 220/300 (1 die, 20 R) (68% chance)
--[] Blue Zone Apartment Complexes (Phase 8+9) 15/320 (3 dice, 30 R) (Phase 8, 21% chance Phase 9)
--[] Emergency Caloric Reclamation Processor Installations 0/80 (1 die, 10 R) (68% chance)
-[] Heavy Industry (5 dice, +29 bonus, 80 R, -30 RpT)
--[] Continuous Cycle Fusion Plants (Phase 9) 128/300 (1 die, 20 R) (1/2 median)
--[] Crystal Beam Industrial Laser Deployment 433/600 (3 dice, 60 R) (96% chance)
--[] Distributed Heavy Industrial Authority (1 die, -30 RpT) (autosuccess)
-[] Light Industry (4 dice, +24 bonus, 120 R)
--[] Bergen Superconductor Foundry Phase 3 0/380 (4 dice, 120 R) (13% chance)
-[] Agriculture (4 dice, +24 bonus, 50 R)
--[] Ranching Domes 228/250 (1 die, 20 R) (100% chance)
--[] Strategic Food Stockpile Construction Phase 3+4 128/375 (3 dice, 30 R) (Phase 3, 44% chance of Phase 4)
-[] Tiberium (7 dice, +39 bonus, 160 R)
--[] Tiberium Processing Plants Stage 2 20/200 (2 dice, 60 R) (63% chance)
--[] Tiberium Inhibitor Deployment (RZ-7 North America) 0/120 (1 die, 30 R) (35% chance)
--[] Tiberium Harvesting Claw Deployment 0/380 (3 dice, 45 R) (3% chance)
--[] Venusian Tiberium Studies 0/120 (1 die, 25 R) (40% chance)
-[] Orbital (6 dice + 1 Free Die + EREWHON!!!, +26 bonus, 140 R)
--[] GDSS Enterprise Phase 5 997/1535 (6+E dice, 120 R) (58.6% chance)
---[] Likely number of dice needed in 2061Q4 for 99.9% chance of completion follows:
---[] 58.6% of 0 dice (and done), 15.0% of 1 die, 12.8% of 2 dice,
---[] 9.2% of 3 dice, 3.7% of 4 dice, 0.7% of 5+ dice.
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 (1 die, 20 R) (83% chance)
-[] Services (5 dice, +27 bonus, 125 R)
--[] Human Genetic Engineering Programs 0/120 (1 die, 25 R) (28% chance) (-5 PS on completion)
--[] NOD Research Initiatives 87/200 (1 die, 30 R) (35% chance)
--[] Regional Hospital Expansions Phase 1 (2 dice, 50 R) (2/4 median)
--[] Ocular Implant Development 0/120 (1 die, 20 R) (28% chance)
-[] Military (8 dice + 6 Free dice + AA die, +26 bonus, 275 R)
--[] OSRCT Stations Phase 3 5/690 (8 dice, 160 R) (Phase 3, 24% chance of Phase 4, 42% with Seo bonus)
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 (1 die, 15 R) (75% chance)
--[] Ground Forces Zone Armor (New York) 0/180 (2 dice, 40 R) (39% chance)
--[] Ground Forces Zone Armor (London) 0/180 (1 dice, 20 R) (1/2.25 median)
--[] Escort Carrier Shipyards (Newark) 179/240 (1 die, 20 R) (81% chance)
--[] Mastodon Heavy Assault Walker Deployment 144/225 (1+AA dice, 20 R) (93% chance)
---[] Yes, no dice on ASAT. I'm explicitly planning four dice and 99.3% chance completion next turn.
---[] This is actively beneficial, because it lets us spend 20 R/die for overflow
---[] Into a 30 R/die ASAT Phase 5 project we very much will want to take next Plan.
-Bureaucracy (4 dice, 0 R)
--[] Erewhon: Play Space Factorio
--[] Administrative Assistance: Mastodons
--[] Make Political Promises
---[] Homeland‌ ‌Party‌‌: 50 ‌seats (5; 30; 10; 5): Commit to completing Chicago Planned City next plan. (+1d30 steps)
---[] Biodiversity‌ ‌Party‌: ‌34 ‌seats (3; 11; 20; 0): Complete Ranching Domes: +1d3 steps
---[] Reclamation Party: 12 Seats (0; 8; 4; 0): Commit to Increase Red Zone Abatement by at least 20 points next plan: +2d6 steps
--[] Interdepartmental Favors
---[] Navy: Develop and Deploy Governor A: +5 Political Support
---[] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
---[] SCED: Develop and build at least one Conestoga class : +5 Political Support
---[] InOps: Give them 60 RpT in Q4 of each year from 2062-65: +10 Political Support

@Ithillid request for clarification. Are the Market Socialist, MIlitarist, and Starbound political promises for next Plan or this Plan? Unclear on the timeframe. And does the UYL promise refer to a deadline in this Plan, or by the end of next Plan, and is it taking into account the existence of the Bureau of Arcologies? I'm hesitant to make any of those promises until I have clarification there.
 
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The plan I've been tinkering on and off with... turned out to be quite similar to Simon's plan. Let's just call it convergent evolution and hope we don't all turn into crabs.

[] Draft Plan Double Zone Armor
-[] Infrastructure 5/5 dice 60R
--[] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 68%
--[] Blue Zone Apartment Complexes (Phase 8+9) (Updated) 15/160 3 dice 30R 21% (99% Phase 8)
--[] Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0/80 1 die 10R 68%
-[] Heavy Industry 5/5 dice 95R
--[] Advanced Alloys Development 0/120 1 die 15R 30%
--[] Continuous Cycle Fusion Plants (Phase 9) (Updated) 128/300 2 dice 40R 52%
--[] Crystal Beam Industrial Laser Deployment 433/600 2 dice 40R 57%
-[] Light and Chemical Industry 4/4 dice 120R
--[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
-[] Agriculture 4/4 dice 50R
--[] Ranching Domes 228/250 1 die 20R 100%
--[] Strategic Food Stockpile Construction (Phase 3+4) (Updated) 128/375 3 dice 30R 44%
-[] Tiberium 7/7 dice 160R
--[] Tiberium Processing Plants (Stage 2) 20/200 2 dice 60R 63%
--[] Tiberium Inhibitor Deployment (Red Zone 7) 0/120 1 die 30R 35%
--[] Venusian Tiberium Studies (New) 0/120 1 die 25R 40%
--[] Tiberium Harvesting Claw Deployment 0/380 3 dice 45R 3%
-[] Orbital 6/6 +1 free dice 160R
--[] GDSS Enterprise (Phase 5) 997/1535 6 dice + 1 Erewhon die 140R 59%
--[] Lunar Rare Metals Harvesting (Phase 2) 56/115 1 die 20R 83%
-[] Services 5/5 115R
--[] Human Genetic Engineering Programs 0/120 1 die 25R 28%
--[] Hallucinogen Development 0/60 1 die 15R 88%
--[] NOD Research Initiatives 87/200 1 die 30R 35%
--[] Regional Hospital Expansions (Phase 1) 0/300 1 die 25R (1/4 median)
--[] Ocular Implant Development 0/120 1 die 20R 28%
-[] Military 8/8 +6 free dice 285R
--[] OSRCT Station (Phase 3+4) 5/690 8 dice 160R 42%
--[] Universal Rocket Launch System Deployment (Phase 3) 133/200 1 die 15R 75%
--[] Ground Forces Zone Armor (New York) (Updated) 0/180 2 dice 40R 39%
--[] Ground Forces Zone Armor (New Sevastopol) (Updated) 0/180 1 die + 1 AA die 40R 20%
--[] Escort Carrier Shipyards (Newark) 179/240 1 die 20R 81%
--[] Mastodon Heavy Assault Walker Deployment 144/225 1 die 10R 61%
-[] Bureaucracy 4/4 100R
--[] Administrative Assistance (Zone Armor) 2 dice auto
--[] Interdepartmental Favors (Updated) 1 die auto
---[] Navy: Develop and Deploy Governor A: +5 Political Support
---[] ZOCOM: Build at least 2 Zone Armor factories before the end of the year: +5 Political Support
---[] InOps: Turn over at least 60 RpT per year over the course of the next plan (minimum of 1680 resources; ongoing transfers to InOps end in 2065 reallocation): +10 Political Support
---[] SCED: Develop and build at least one Conestoga class : +5 Political Support
--[] Banking Reforms 1 die -100R auto

1145R/1200R 7/7 Free Dice 1/1 Erewhon Die

This doesn't quite get 4 dice on Zone Armor like I wanted, more like 3.5 with AA, but it works towards all our Plan Goals, tries to get two Zone Armor factories, saves some R, and starts up the Banking Reforms this turn to maximize whatever benefits that will bring. I've also got a bunch of tech development going on, like Advanced Alloys, Venusian Tiberium, Genetic Engineering, Hallucinogens, and Ocular Implants.

Edit: Switched a die from Harvesting Claw to do the RZ Inhibitor.
 
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