RZ-3 (Middle East, loosely) is Beirut and Istanbul, both reasonably close to our existing operations though it'd really help if we had a path through the Sinai. I think some of our existing Red Zone operations are up at the tip of the Red Sea.
this and RZ-1 are good as the Mecca/Medina Planned City is between them, and expands the corridor.
 
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I wouldn't get too excited about potential improved fusion plants. I doubt that the QM would say:

if the solution was as trivial as half a superconductor foundry and a force shield tech.
Cos throwing a few dice is not a 'Crash'.
Bergen Phase 3 followed by improved fusion will at least tell us what the scope of the problem is.

If that level of fusion improvements isn't a solution, DAE is not a solution to the problem either, because +3 Energy per turn is pocket change compared to our typical demand. We built 128 Energy worth of fusion reactors in this Plan to date, plus at least another something-teen points of Energy from other sources, plus another 16 Energy worth of fusion plants likely to be completed soon. DAE cannot handle that kind of load in its entirety. It just cannot.

Either we're going to be building a dozen or more phases of tiberium power soon, or we're going to need to at least seriously try to sort out what improved fusion is capable of. And getting to second-generation fusion is a higher priority for our long term Energy outlook than founding DAE a turn or two earlier.

...

EDIT: The thing is, we don't need the Energy that badly now. We have a respectable buffer, we have ion power if we must take it, we have very few remaining Energy-eating Plan targets left, and we can put off other Energy-eating projects until, say, mid-2062 if we really try. But we need to have a solution in place for how to efficiently supply large amounts of Energy to our economy, and we need that solution soon. And "mass first-gen fusion power construction" clearly isn't it anymore. One angle we need to pursue is to actually research improved fusion power, and DAE kind of slows us down there by taking away a Heavy Industry die.

this and RZ-1 are good as the Mecca/Medina Planned City is between them, and expands the corridor.
Well, we don't really have a "corridor" through the Red Zones in the Middle East, so I'm not entirely sure what you mean... but yes, the Mecca-Medina-Jeddah complex is there, and we already do a LOT of glacier mining around there, mostly along the Red Sea.
 
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It really kinda depends on the dice situation after the new plan.

If we got a bunch more heavy industry dice then dropping one for a constant energy flow makes more sense. Resources are going to be tight so it's not a bad deal.

If we can't get more dice in that category then it would be catastrophic to lose a dice for the energy flow.

So waiting till we know how many dice we'll be working with is the best path I think.
 
-[] Tiberium (7 dice, +39 bonus, 145 R)
--[] Tiberium Processing Refits (Phase 5) 6/100 (1 die, 20 R) (61% chance)
--[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 (1 die 20 R) (56% chance) (-5 PS on completion)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (1 die, 25 R) (100% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
--[] Red Zone Energy Refits (Phase 1) 0/350 (2 dice, 50 R) (2/4 median)
Second thoughts Simon:
Abandon refinement and Energy refits;

Instead:
1 additional die to LT power;
2 remaining on Improved Hewlett Gardener Process Development.
 
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So our space goals are done. We have one quarter with six orbital dice left. This gives us a further 456 average progress for other stuff in the orbital category. As we dont need to rush this I advise trying for a wide spread of dice to have as little lost overflow as possible. 4 dice on Leo IIs, 2 on Luna Heavy Metals? Going for orbital cleanup is a bit meh because its a cheap option we can easily do early next plan while we build up money again. While we have money we should go for expensive items. We might not get around to another phase of LHM soon but its the best option RpT/cost wise and also gives the biggest discount on Luna projects. Doing Congesta is a bit eh because we might just want to do that just before we have the money to actually build it.
 
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I'd leave moon mining alone for a while.

Someone mentioned being at the end of enterprises possessing capacity.

...which might not be true now that we hit stage 5. Hmm...

But also our moon mines are kinda horrible to work at.

Let's see if the bays come up for a vote. Splitting the dice between the station bay and leo2s puts us in the best position to finishing them and starting on the Columbia and Shala. And by extension improving life for everyone in space.
 
Uh @Ithillid I'm under the impression that the Division of Alternative Energy will upgrade the amount of Energy it produces with certain technologies, but @Simon_Jester is claiming that once we take it it stays at +3 Energy permanently. Which is correct?

Also we don't have whatever 10 is in NOD tech we got Scrin 10 on the last gatcha roll. See the informative thread for our breaktrough research.

Quoting my mathpost and making my preliminary plan for next turn:

OK doing my own mathpost so I can do my own preliminary plan afterwards:

Yellow Zone Fortress Towns (Phase 6) 220+21+32 = 273/300
Blue Zone Apartment Complexes (Phase 8) (Updated) 15+47+74+10+96 = 242/160 (Phase 9) 82/160 -3 Log +6 Hous
Emergency Caloric Reclamation Processor Installations (Phase 1) (Updated) 0+79+32 = 111/80 (Phase 2) 31/80 +5 FiR
Continuous Cycle Fusion Plants (Phase 9) (Updated) 137+78+29 = 244/300

Crystal Beam Industrial Laser Deployment 433+29+40+85+87 = 674/600 +6 CapG +10 E
Distributed Heavy Industrial Authority +2 CapGpT -30 RpT -1 Heavy Industry Die

Bergen Superconductor Foundry (Phase 3) 0+64+27+55+9+96 = 251/380
Ranching Domes 228+2+24 = 254/250 +8 ConG -4 F -2 E -2 Lab +5 PS
Strategic Food Stockpile Construction (Phase 3) (Updated) 128+56+46+7+72 = 309/175 (Phase 4) 134/200 +2 FiR -3 F
Tiberium Processing Plants (Stage 2) 20+43+97+78 = 238/200 (Stage 3) 38/200 +600 Processing Capacity -4 E -3 Log
Tiberium Inhibitor Deployment (RZ-7 North America) 0+74+39 = 113/120 Completes with +10 Semi-Canon Omake. +2 RZ Abatement +2 PS
Tiberium Harvesting Claw Deployment 0+69+82+95+117 = 353/380
Venusian Tiberium Studies (New) 0+51+39 = 90/120
GDSS Enterprise (Phase 5) 997+61+57+88+73+59+49+75+156 = 1615/1535 +2 CapG +2 ConG +2 Industrial Bays +10 PS
Lunar Rare Metals Harvesting (Phase 2) 56+27+26 = 109/115 Completes with +10 Semi-Canon Omake +5 RpT
Human Genetic Engineering Programs (Tech) 0+45+27 = 72/120
NOD Research Initiatives 87+86+27 = 200/200
Regional Hospital Expansions (Phase 1) 0+27+40+54 = 121/300
Ocular Implant Development (Platform) 0+51+27 = 78/120

Orbital Strike Regimental Combat Team Stations (Phase 3) 5+34+13+48+87+33+51+86+9+208 = 574/295 (Phase 4) 279/395
Universal Rocket Launch System Deployment (Phase 3) 133+93+26 = 252/200 -2 E
Ground Forces Zone Armor (Set 1) (Updated) New York 0+100+31+52 = 183/180 -2? Lab -3? E -1? CapG
Ground Forces Zone Armor (Set 1) (Updated) London 0+56+39+26 = 121/180
Escort Carrier Shipyards (High Priority) Newark 179+92+26 = 297/240 -5 E -2 CapG
Mastodon Heavy Assault Walker Deployment (High Priority) 144+89+26 = 259/225 -3 E -1 CapG -1 Lab -1 STU


Political Promises:
-5 CapG -20 RpT
+ Complete Chicago Planned City by end of Q4 2065
+ Complete Ranching Domes
+20-2? = 18? Red Zone Abatement by end of Q4 2065

Interdepartmental Favors:
+ Develop and Deploy Governor A by ??? +5 PS
+ 2-1= 1 Zone Armor Factory by Q4 2061 +5 PS
Develop and Build 1 Conestoga Class by ??? +5 PS
-60 RpT in Q4 of 2062-2065 +10 PS

NOD Research Roll: 8-1 = 7
Quotes for results:





Resources:‌ ‌1200-30+5-20 = 1155 + 0+1200-60-110-120-50-160-160-125-285 = 130 in‌ ‌reserve‌ ‌(-15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(-35-20 = -55 ‌allocated‌ ‌to‌ ‌grants)‌(+25? from Taxes) (-5 from Resettlement) (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) + (-30 from Distributed Heavy Industrial Authority)(-60 in Q4 of 2062, -60 in Q4 of 2063, -60 in Q4 of 2064, -60 in Q4 of 2065)

Political‌ ‌Support:‌ 75+5+2+10+5+5+5+10 = 117? Can we go above 100 PS?
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌7 ‌
Erewhon Dice: 1
Dice Capacity 55-1 HI = 54/60

Tiberium Spread
22.47-0.14+0.93 = 23.26 Blue Zone
0.01+??.?? = ??.?? Cyan Zone
1.69+0.14-0.93 = 0.90 Green Zone
22.32-0.19+0.67-??.?? = 22.80? Yellow Zone (93 points of mitigation)
53.51+0.19-0.67 = 53.03 Red Zone (65+2 = 67 points of mitigation)

Current Economic Issues:
Housing: +47+1+6-10 = 44 (20-1-6+10 = 23 population in low quality housing) (-10 per turn from refugees) (+1 high-quality housing per turn)
Energy: +17+10-2-4-3?-5-3 = +10? (+4 in reserve)
Logistics: +30-6 = +24? (-3? from military activity)
Food: +27-3-4-3 = +17 (+20+5+2 = 27 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+6+2+2-1?-2-1-5 = +17? (+130 in reserve) + (+2 per turn from sub-departments)
STUs: +11-1 = 10
Consumer Goods: +58-4+3+3+2+8+2 = +70 (-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+2-1-1-2-2?-1 = 46? (+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+600 = 3070)‌ ‌
Taxation Per Turn: +30?
Space Mining Per Turn: +95+5 = +100
Maintenance Reductions: +40
Green Zone Water: +6

Plan Goals
Food: 8-5-2 = 1 points in reserve
Processing: 280 points
18? Red Zone Abatement by end of Q4 2065

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines

Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser

Edit: Complete Chicago Planned City by end of Q4 2065
Develop and Deploy Governor A by ???
Complete 1 Zone Armor Factory
Develop and Build 1 Conestoga by ???

[ ] Plan Running on Glass v4.0:
-[ ] Infrastructure 5/5 + 1 Free Die + Erewhon Die 170 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 6) 273/300 20 Resources per Die, 1 Die = 20 Resources
--[ ] Suborbital Shuttle Service (Phase 2) 22/250 25 Resources per Die, 5 Dice + Erewhon Die = 150 Resources
-[ ] Heavy Industry 4/5-1 = 4 Dice 70 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 9) (Updated) 244/300 20 resources per Die, 1 Die = 20 Resources
--[ ] Suzuka Prototype Hover Chassis Factory 0/175 20 resources per Die, 2 Die = 40 Resources
--[ ] Division of Alternative Energy -10 RpT -1 Heavy Industry Die
-[ ] Light and Chemical Industry 4/4 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 3) 251/380 30 Resources per Die, 2 Die = 60 Resources
--[ ] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[ ] Department of Distributed Manufactures -1 Light and Chemical Die, -20 RpT
-[ ] Agriculture 4/4 Dice 35 Resources:
--[ ] Strategic Food Stockpile Construction (Phase 4) 134/200 10 Resources per Die, 2 Die = 20 Resources
--[ ] Department of Core Crops (New) -1 Agriculture Die -15 RpT
--[ ] Security Reviews Agriculture 1 Die
-[ ] Tiberium 7/7 Dice 160 Resources:
--[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 20 Resources per Die, 1 Die = 20 Resources
--[ ] Visceroid Research Programs (Tech) 0/120 15 Resources per Die, 1 Die = 15 Resources
--[ ] Venusian Tiberium Studies (New) 90/120 25 Resources per Die, 1 Die = 25 Resources
--[-] Tiberium Harvesting Claw Deployment 353/380 Autocompletes next turn.
--[ ] Red Zone Energy Refits (Phase 1) (New) 0/350 25 Resources per Die, 4 Dice = 100 Resources
-[ ] Orbital Industry 6/6 Dice + 1 Free Die 120 Resources:
--[ ] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[ ] Leopard II Factory 0/350 20 Resources per Die, 5 Dice = 100 Resources
-[ ] Services 5/5 Dice 110 Resources:
--[ ] Human Genetic Engineering Programs (Tech) 72/120 25 Resources per Die, 1 Die = 25 Resources
--[ ] Hallucinogen Development (Tech) 0/60 15 Resources per Die, 1 Die = 15 Resources
--[ ] Regional Hospital Expansions (Phase 1) (New) 121/300 25 Resources per Die, 2 Die = 50 Resources
--[ ] Ocular Implant Development (Platform) 78/120 20 Resources per Die, 1 Die = 20 resources
-[ ] Military 8/8 Dice + 5 Free Dice 260 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 3) 279/395 20 resources per Die, 2 Die = 40 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) London 121/180 20 Resources per Die, 1 Die = 20 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) Tokyo 0/180 20 Resources per Die, 2 Die = 40 Resources
--[ ] Shark Class Frigate Shipyards (High Priority) Seattle 0/300 20 Resources per Die, 4 Dice = 80 Resources
-[ ] Bureaucracy 4/4 Dice:
-[ ] Security Reviews Agriculture 2 Die
-[ ] Banking Reforms (Must maintain 100 resources in reserve.)
-[ ] Predictive Modeling Management

170+70+90+35+160+120+110+260 = 1015/1155

- 1 Die on Yellow Zone Fortress Towns for a 68% chance and a DC of 33 to complete Phase 6.
- 5 Dice and Erewhon on Suborbital Shuttle Service for a 100% chance and an Average DC of 9 to complete Phase 2 and a 74% chance and an Average DC of 41 to complete the entire Action. We have been planning to do this for the entire plan and I see no reason not to finish it.

- 1 Die on Continuous Cycle Fusion Plants Phase 9 for a 89% chance and a DC of 12 to complete this phase.
- 2 Die on Suzuka Prototype Hover Chassis Factory for a 50% chance and an Average DC of 51 to complete this action and get us some hovertrucks.
- 1 Die on Division of Alternative Energy to get some regular Energy income going.

- 2 Die on Bergen Superconductor Foundry Phase 3 for a 79% chance and an Average DC of 33 to complete this Phase of Bergen.
- 1 Die on Civilian Drone Factories for a 52% chance and a DC of 49 to complete this action.
- 1 Die on Department of Distributed Manufactures so we start rebuilding our old-school Capital Goods manufacturing.

- 2 Die on Strategic Food Stockpile Construction for a 100% chance and an Average DC of 2 to complete Phase 4 and be done with this plan goal.
- 1 Die on Department of Core Crops because quite frankly we always skimp on Agriculture and Services when we need to save money and I would like to get Food income each turn rolling as it will help in the long run for us to do more in Agriculture because we don't have to surge Food production again.
- 1 Die on Security Reviews as it's been 3 Years since the last one and Agirculture actions are cheap enough that it makes no difference if we wait a turn to do it.

- 1 Die on Liquid Tiberium Power Cell for a 56% chance and a DC of 44 to complete and get us 10 Energy. Yes the gain from this action has gone up by 2.
- 1 Die on Visceroid Research Programs for a 35% chance and a DC of 66 to complete this action. This will synergize with both Human genetic Engineering and Liquid Tiberium Power Cells so might as well give it a try next turn.
- 1 Die on Venusian Tiberium for a 100% chance and a DC of 1 to complete this and finish the Tiberium Heist.
- 4 Dice on Red Zone Energy Refits to get that rolling and not have to build more fusion power plants. 65% chance and an Average DC of 45 to complete a Phase this turn.

- 2 Die on Orbital Cleanup for a 100% chance and a DC of 1 to complete Stage 11 and a 76% chance and an Average DC of 36 to complete the whole action chain, be done with it and get a small amount of bonus resources in reserve from it.
- 5 Dice on Leopard II Factory for a 77% chance and an Average DC of 41 to finish one of the two actions we are planning to do before building the other two stations.

- 1 Die on Human Genetic Engineering Programs for a 95% chance and a DC of 6 to complete this action.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete that and get people some more stims to take the edge off.
- 2 Die on Regional Hospital Expansions for a 42% chance and an Average DC of 55 to complete Phase 1.
- 1 Die on Ocular Implant Development for a 100% chance and a DC of 1 to complete this action and get people some sight replacement.

- 4 Dice on ASAT Phase 4 for a 99% chance and an Average DC of 20 to complete this plan goal.
- 2 Die on Orbital Strike Regimental Combat Team Stations for a 88% chance and an Average DC of 25 to complete this plan goal.
- 1 Die on Ground Forces Zone Armor in London for a 83% chance and a DC of 18 to complete the new plan goal.
- 2 Die on Ground Forces Zone Armor in Tokyo for a 39% chance and an Average DC of 57 to complete and get ZOCOM some more relief.
- 4 Dice on the last Shark Class Frigate Shipyard for a 64% chance and an Average DC of 46 to complete the last of the current crop of shipyards.

- 2 Die on Agriculture Security Review. I'm not interested in having a chance to fail this review.
- 1 Die on Banking Reforms to get that going.
- 1 Die on Predictive Modeling Management so we roll 2d50s instead of a d100 for all our Dice and as such avoid a lot more critical failures.
 
Backup Math Post:
Yellow Zone Fortress Towns Phase 6: 220 + 32 * 1 + 22 = 274/300
Blue Zone Apartment Complexes Phase 8: 15 + 32 * 3 + 131 = 242/160, 82/160 Phase 9
Emergency Caloric Reclamation Processor Installations Phase 1: 0 + 32 * 1 + 79 = 111/80, 31/80 Phase 2
Continuous Cycle Fusion Plants Phase 9: 128 + 29 * 1 + 79 = 236/300

Crystal Beam Industrial Laser Deployment: 433 + 29 * 3 + 154 = 674/600
Distributed Heavy Industrial Authority: Auto

Bergen Superconductor Foundry Phase 3: 0 + 24 * 4 + 155 = 251/380
Ranching Domes: 228 + 24 * 1 + 2 = 254/250
Strategic Food Stockpile Construction Phase 3: 128 + 24 * 3 + 109 = 309/175
, 134/200 Phase 4
Tiberium Processing Plants Stage 2: 20 + 39 * 2 + 140 = 238/200, 38/200 Stage 3
Tiberium Inhibitor Deployment RZ-7: 0 + 39 * 1 + 74 = 113/120
Tiberium Harvesting Claw Deployment: 0 + 39 * 3 + 246 = 363/380
Venusian Tiberium Studies: 0 + 39 * 1 + 51 = 90/120

GDSS Enterprise Phase 5: 997 + (26 + 5) * 6 + 387 + 75 = 1645/1535
Lunar Rare Metals Harvesting Phase 2: 56 + 26 * 1 + 27 = 109/115
Human Genetic Engineering Programs: 0 + 27 * 1 + 45 = 72/120
NOD Research Initiatives: 87 + 27 * 1 + 86 = 200/200
Regional Hospital Expansions Phase 1: 0 + 27 * 2 + 67 = 121/300
Ocular Implant Development: 0 + 27 * 1 + 51 = 78/120

OSRCT Stations Phase 3: 5 + (26 + 5) * 8 + 361 = 614/295, 319/395 Phase 4
Universal Rocket Launch System Deployment Phase 3: 133 + 26 * 1 + 93 = 252/200
Ground Forces Zone Armor New York: 0 + 26 * 2 + 131 = 183/180

Ground Forces Zone Armor London: 0 + 26 * 1 + 95 = 121/180
Escort Carrier Shipyards Newark: 179 + 26 * 1 + 92 = 297/240
Mastodon Heavy Assault Walker Deployment: 144 + 26 * 1 + 89 = 259/225



Housing: +47 + 6 (BZ Apartments) - 10 (Refugees) + 1 (BoA) = 44 (23 population in low quality housing)
Energy: +17 + 10 (Crystal Beams) - 2 (Ranching Domes) - 4 (Processing Plants) - 2 (URLS) - 3 (New York) - 5 (Newark) - 3 (Mastodon) = 8 (+4 in reserve)
Logistics: +30 - 3 (BZ Apartments) - 3 (Processing Plants) = 24 (-3 from military activity)
Food: +27 - 4 (Ranching Domes) - 3 (Stockpiles) - 3 (Population Growth) = 17 (+20 + 5 (ECRP) + 2 (Stockpiles) = 27 in reserve)
Health: +13 (-3 from Wartime Demand) (-10 from refugees)
Capital Goods: +16 + 6 (Crystal Beams) + 2 (DHIA) - 1 (New York) - 2 (Newark) - 1 (Mastodon) - 5 (Political Promises) = 15 (+145 in reserve)
STUs: +11 - 1 (Mastodon) = 10
Consumer Goods: +58 + 8 (Ranching Domes) + 4 (Growth) = 70 (-10 from demand spike)
Labor: +47 - 2 (Ranching Domes) - 2 (New York) - 1 (Mastodon) + 4 (Growth) = 46
Tiberium‌ ‌Processing‌ ‌Capacity‌: 2115/2470 + 600 = 2115/3070
Taxation Per Turn: +30
Space Mining Per Turn: +95 + 5 = 100
Budget: 1200 - 30 (DHIA) - 20 (Political Promises) = 1150 RpT (-60 Q4 2062, -60 Q4 2063, -60 Q4 2064, -60 Q4 2065)

Plan Goals
Food: 8 1 points in reserve
Processing: 280 points
RZ Abatement: 20 points by Q4 2065

Projects
Complete ASAT Phase 4
Complete OSRCT Phase 4
Complete at least one more phase of URLS production
Complete GDSS Enterprise
Complete at least one more phase of Space Mines

Complete Karachi Planned City by end of Q4 2065
Deploy Mastodon
Complete All remaining Escort Carrier Shipyards
Deploy Crystal Beam Industrial Laser

Complete Chicago Planned City by end of Q4 2065
Complete Ranching Domes
Develop and Deploy Governor A 'soon'
Complete 2 1 Zone Armor factories
 
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Before anything else, I did almost have a heart attack over the Ranching Domes. That was not good for me.
11: Tunnel Borers.
16 Field Refining Technologies
20 Autodoc Systems
40 Chameleonware
47 Leaping Legs
52 Last Generation Stealth Tech
98 Modern Particle Weapons
Love the Tunnel Borers, more mining goodness is always good!

Field Refining isn't great for what we do, but we always need to be clawing away a technologies that enhance our Tiberium refining, and hey, being able to refine as we work has to fit some niche.

Auto Doc good. Making our med bots better is important for lifting the work load of our doctors and nurses.

Chameleonware and Last Generation Stealth Tech is just what our future shadow teams ordered! Another niche tech because of how GDI operates, but what a niche it is. I heavily favor doing their development as soon as they're on the table.

Leaping Legs sound niche even compared to everything else so far, but it's definitely a Talon project, probably cheap, and will help future mech development. I'd like to see what the technology can do.

Modern Particle Weapons, well, see below.
What the hell are we even going to do with Brotherhood particle beams? Unless they can bring infernium laser levels of killing power without needing STUs, or can somehow show up the ion cannon system, then I don't quite see the need for yet another way to kill things with direct fire weapons when we've already got railguns, infernium lasers, ion/plasma cannons, and biprop cannons already laying around waiting to get developed/iterated upon.
Yeah, we've got lots of kill power already. As I've stated before, I'm of the opinion that we need more military utility and defense technologies, not weapons. We got weapons for days. Though others have pointed out it pairs well with our Ion weapons, which is a large part of our new energy weapons. So I can see doing this once it's available. Might also help me calm down about LCL if they can do something similar.
At the same time, though, all those political promises I did, plus project completions, put us at 117 PS. Since Political Support over 100 expires...

WELP! TIME TO SHOW THEM! WE'LL
Before I read: Want HGE, want VGS, want Inferno Gel.
--[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 (1 die 20 R) (56% chance) (-5 PS on completion)
Ah, not Inferno Gel, but I do like this, and it helps with our power problems. Much approved! But to echo others, I'd much prefer taking a die off the Ion Refits and putting two dice on this. Don't want that extra political support to go to waste.
Yeah, that's my thinking, but I can also see the desire to put it on the nanotube foundries. Those provide a greater surge of prompt Capital Goods, and that has value in and of itself.

I don't really expect Reykjavik Phase 5 to do more than cut the cost of Zone Armor factories by 10-15 Progress, which is nice but kind of marginal.
Don't forget the capstone bonus, that's a biggie. Plus Parliament is going to want us to roll out actual tons of Zone Armor, and cutting the cost of that project is worth it just for that.
 
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Second thoughts Simon:
Abandon refinement and Energy refits;

Instead:
1 additional die to LT power;
Maybe. I'm considering it. The main reason I'm not sure I want to do it is that I'm not sure we actually need the extra Energy that much, but I'm definitely considering taking a die off ion power and putting it onto tiberium power.

2 remaining on Improved Hewlett Gardener Process Development.
No. I think this would be a bad idea.

The improved Hewlett-Gardener process sounds like a way to get some extra STUs out of our existing refinery infrastructure by improving the efficiency of the tunable process that synthesises transuranics from the raw tiberium.

This is very good if we are short on STUs, have only a fixed amount of tiberium to process, and need to make those STUs stretch as far as possible. Right now, however, that does not describe our situation.

We have more STUs than we can possibly use right now; we are using at most half of our total supply. Moreover, starting in 2062Q1, we are about to begin mining prodigious amounts of raw tiberium, from as many sources as possible, all over the world, and shoveling them into our refineries at a greatly increased rate. Our refining capacity has been raised to over 3000 points, will likely soon be raised to 3300 points by expansions of the Chicago refineries, and may be expanded even further still before this Plan is over.

And I am quite sure we have every intention of filling these new and expanded refineries to or near capacity, if only because we will want to secure at least 600-700 more RpT of additional income (or thereabouts) for ourselves, plus 240 RpT for InOps between now and 2065, plus God knows what other income streams we may choose to sign over for every Tom, Dick, and Harry in all of GDI.

Despite our economy's hunger for STUs, which is sure to grow by leaps and bounds, I expect it to be quite some time before we are in any danger of running out of STUs. I could be wrong, but I do not think the improved Hewlett-Gardener process is urgent. I plan to do it, but I see no reason to hurry. If some new project that eats -5 STUs per cheap phase appears, of course, I may wind up eating those words... but otherwise I suspect we will have at least a year or so before we get anywhere close to running out of STUs, because we're going to add significant new STU surpluses in a short time.

So our space goals are done. We have one quarter with six orbital dice left. This gives us a further 456 average progress for other stuff in the orbital category. As we dont need to rush this I advise trying for a wide spread of dice to have as little lost overflow as possible. 4 dice on Leo IIs, 2 on Luna Heavy Metals? Going for orbital cleanup is a bit meh because its a cheap option we can easily do early next plan while we build up money again. While we have money we should go for expensive items. We might not get around to another phase of LHM soon but its the best option RpT/cost wise and also gives the biggest discount on Luna projects. Doing Congesta is a bit eh because we might just want to do that just before we have the money to actually build it.
I don't expect the Conestogas to get much better between now and the time we build the first of the class, so I'd rather do the development here and now, personally. And since that plus the Leopard II yard only leaves us with one die, I'm for using it on cleanup after all; it's the only other project that we can plausibly make much of an impact on with just one Orbital die.

I'd leave moon mining alone for a while.

Someone mentioned being at the end of enterprises possessing capacity.

...which might not be true now that we hit stage 5. Hmm...

But also our moon mines are kinda horrible to work at.
I, too, hesitate to do moon mining expansions, though I'm not against doing one more phase with "spare dice" left over from other projects.

Let's see if the bays come up for a vote. Splitting the dice between the station bay and leo2s puts us in the best position to finishing them and starting on the Columbia and Shala. And by extension improving life for everyone in space.
The Leopard II yard alone can easily eat most of our dice for this turn. My tentative plan is:

2061Q4: Mostly Leopard II dice, also Conestoga development.

2062Q1: Finish Leopard II if necessary, other dice mostly on station bay unless station bay somehow loses the vote.

2062Q2-a: If station bay is ready, begin Columbia and/or Shala.
2062Q2-b: If station bay is not ready, complete station bay and invest in other desirable projects (e.g. orbital cleanup, moon mines, Outer System Probes).

2062Q3: Ongoing work on Columbia and/or Shala.
 
Uh @Ithillid I'm under the impression that the Division of Alternative Energy will upgrade the amount of Energy it produces with certain technologies, but @Simon_Jester is claiming that once we take it it stays at +3 Energy permanently. Which is correct?

Permanently is a strong word. Simon is exaggerating.

We've had other projects/grants increase the amount they provide over time such as one of the agri and I think consumer goods grants a while back.

But that said. There might be some Energy growth from it, but don't expect much.

On the flip side, eventually if we're able to make it someone elses responsibility so we're not paying for it directly out of our own budget it effectively means we get constant power for free.
 
-[ ] Heavy Industry 4/5-1 = 4 Dice 70 Resources:
--[ ] Continuous Cycle Fusion Plants (Phase 9) (Updated) 244/300 20 resources per Die, 1 Die = 20 Resources
--[ ] Suzuka Prototype Hover Chassis Factory 0/175 20 resources per Die, 2 Die = 40 Resources
--[ ] Division of Alternative Energy -10 RpT -1 Heavy Industry Die
I remain opposed to the DAE. Also, I think Advanced Alloys is worth researching this turn.

-[ ] Light and Chemical Industry 4/4 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 3) 251/380 30 Resources per Die, 2 Die = 60 Resources
--[ ] Civilian Drone Factories 292/380 10 Resources per Die, 1 Die = 10 Resources
--[ ] Department of Distributed Manufactures -1 Light and Chemical Die, -20 RpT
I continue to oppose the DDM in the short term, on the grounds that it is inefficient, expensive when we will soon need all our money, and leaves us with only three Light Industry dice to pursue many important projects in the new Plan. We cannot count on getting back two dice in both Heavy and Light Industry. We need to be careful and intentional about our choices here, and not just create every department option that we see.

-[ ] Agriculture 4/4 Dice 35 Resources:
--[ ] Strategic Food Stockpile Construction (Phase 4) 134/200 10 Resources per Die, 2 Die = 20 Resources
--[ ] Department of Core Crops (New) -1 Agriculture Die -15 RpT
--[ ] Security Reviews Agriculture 1 Die
I don't think the DCC is a good idea. We have good options for increasing Food supply, and that extra -15 RpT of income is going to hurt in 2062Q1. Maybe later.

-[ ] Tiberium 7/7 Dice 160 Resources:
--[ ] Liquid Tiberium Power Cell Deployment (Phase 1) (Updated) 41/140 20 Resources per Die, 1 Die = 20 Resources
--[ ] Visceroid Research Programs (Tech) 0/120 15 Resources per Die, 1 Die = 15 Resources
--[ ] Venusian Tiberium Studies (New) 90/120 25 Resources per Die, 1 Die = 25 Resources
--[-] Tiberium Harvesting Claw Deployment 353/380 Autocompletes next turn.
--[ ] Red Zone Energy Refits (Phase 1) (New) 0/350 25 Resources per Die, 4 Dice = 100 Resources
Remember that if we are deliberately trying to spend excess Political Support, we need the visceroid research to complete. That's why I put two dice on it.

-[ ] Orbital Industry 6/6 Dice + 1 Free Die 120 Resources:
--[ ] Orbital Cleanup (Stage 11) 32/85 10 Resources per Die, 2 Die = 20 Resources
--[ ] Leopard II Factory 0/350 20 Resources per Die, 5 Dice = 100 Resources
Personally, I'd settle for four dice on the shuttle factory, simply because it's not really a problem if we have to spend one extra die completing it in 2062Q1.

-[ ] Military 8/8 Dice + 5 Free Dice 260 Resources:
--[ ] ASAT Defense System (Phase 4) 36/220 20 Resources per Die, 4 Dice = 80 Resources
--[ ] Orbital Strike Regimental Combat Team Stations (Phase 3) 279/395 20 resources per Die, 2 Die = 40 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) London 121/180 20 Resources per Die, 1 Die = 20 Resources
--[ ] Ground Forces Zone Armor (Set 1) (Updated) Tokyo 0/180 20 Resources per Die, 2 Die = 40 Resources
--[ ] Shark Class Frigate Shipyards (High Priority) Seattle 0/300 20 Resources per Die, 4 Dice = 80 Resources
I respect this lineup. I certainly can't fault your desire to start a third Zone Armor factory.

-[ ] Predictive Modeling Management
We don't have the Capital Goods to spare to do this project, especially if you aren't planning to finish Chicago Phase 4. Remember that we're likely to do at least ten stages of vein mines between now and 2062Q2.

Permanently is a strong word. Simon is exaggerating.

We've had other projects/grants increase the amount they provide over time such as one of the agri and I think consumer goods grants a while back.

But that said. There might be some Energy growth from it, but don't expect much.
By definition, DAE is going to be pursuing types of Energy production that are not very capital-intensive and do not require high tech to install and operate, the way nuclear reactors, fusion reactors, liquid tiberium reactors, and survivably flying a kite in an ion storm do.

That kind of limits our options. We can expect solar, wind, more solar, and more wind. That's probably about it, barring the occasional modest hydroelectric dam.

I'm not saying the DAE can't be efficient compared to second-generation fusion. But we need to at least develop second-generation fusion to make a competent, informed decision.

On the flip side, eventually if we're able to make it someone elses responsibility so we're not paying for it directly out of our own budget it effectively means we get constant power for free.
True. On the other hand, we'll have to pay Political Support to make that happen, and Political Support is scarce enough that paying even small amounts of it just to get +10 RpT of income is kind of a pain.
 
My working theory is that Reynaldo dispatched his finest shadow teams and stole his pigs back in a stunning nonlethal raid. Nobody died, there were a lot of hijinks, it was fucking hilarious.

Kane is all like "I know I technically ordered Reynaldo to calm down and be more imaginative, but I'm not even mad."

[Kane munches on plate of bacon]
You uh...you do know that the product of those pigs, far above bacon, is their delicious ham, right? Like, look at this


and tell me it does not speak to you in a way far superior to bacon, I say.
 
I also think that it is a good idea to put a second die on tiberium power in the draft - not doing it leaves us with a 44% chance to waste PS, not something we should prefer. Moving a die from ion refits would be the best candidate for it.
 
I'm semi-tempted to go with three dice on Tib Power, as then we'd be pretty sure to get two phases done. Which then gives us a decent +20 buffer, as it is now more effective than Fusion.
Ion Refits at this point have to be 1 phase complete, or no spending. We are not going to have time to finish an incomplete phase any time next year. Too expensive at 25R/die and uses Tib dice.
Might have to postpone Visceroid studies though, or just not expect heaps of PS for the Reallocation though. But we are likely to have many +PS options next Plan. Unless people suddenly stop liking Stations.
 
We don't have the Capital Goods to spare to do this project, especially if you aren't planning to finish Chicago Phase 4. Remember that we're likely to do at least ten stages of vein mines between now and 2062Q2.

What. I'll look into mixing things up in such a way we spend PS for sure, but how on earth do you plan to do 10 stages of Vein Mines in two, or maybe even one, turn?
 
Is field refining "in the field" refining? If so, can you imagine the beauty of just in time production they would be when mixed with crawlers?
 
What. I'll look into mixing things up in such a way we spend PS for sure, but how on earth do you plan to do 10 stages of Vein Mines in two, or maybe even one, turn?
If we utilise 7 Tib dice and 7 Free dice on Vein Mining for 2 turns, we should complete 10ish phases.
Which is looking like it will be at least +300 income.
 
If we utilise 7 Tib dice and 7 Free dice on Vein Mining for 2 turns, we should complete 10ish phases.
Which is looking like it will be at least +300 income.

Suggestion. If we do that Q4, then even at 20% budget, that's 60 resources to our budget right at the very beginning of the next plan. And 240 resources to the rest of GDI Income wise, more than enough to potentially cover a bunch of the sub departments we've started and other costs we have.

So rather than being 60 resources into our budget. We effectively get 100+ from putting some of our expenses on the rest of GDI's balance sheet.
 
Though i do suspect it's a bit of a far feetch, i've always wanted to finish liquid tiberium power first phase. Not because of the power, but because we know doing stuff in this quests is what leads to new tech right? And the Liquid tiberium power would be about..Well the liquid.

And one of the bigger problems, that is almost unavoidable is the fact that under the mantle of the earth there is a huge lake of liquid tiberium essentially building up, that's gonna crack the planet in two eventually right? So been idly wondering if learning more about how liquid tiberium works, will eventually allow us to use the Visitor's tentacles to suck up all the liquid tiberium, as a form of "planitary abaitment".

I doubt it will stop the eventual cracking of the planet, given Ithillid comments on how we need the Tiberium network for it, but it would still slow it down, atop of the fact it's probaly gonna equal a lot of resources right..

Though, in this case i feel like it's a mix of liquid tiberium and the tiberium container we'd need to be able to do something like this, and even then this is more of a wild guess then anything. At least compared to the more guranttied results we can get for other stuff
 
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