The refit and ammo departments are so odd since there are lots of times it feels we will not have much or any projects. Right now we have 2 refits and 1 ammo project.
Lot more than that. There is one currently active ammo project. There are significantly more than that in terms of projects not yet developed.

Also @Ithillid when do we get the design option for the Apollo-bis?
Apollo A is shortly
 
Two versions of the plan now with the difference being that one does RZ boarder offensives and the other does not.

[] Plan Let The Zone Troopers Finish Their Training
-[]Infrastructure 5/5 160R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 100%
(Supports Green Zone Intensification)
(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Chicago Planned City (Phase 4) 4 dice + 2 free dice + 1 HI die 140R 71%
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
-[]Heavy Industry 4/4 110R
-[] Advanced Alloys Development 1 die + 1 admin die 30R 72%
(Progress 0/120: 15 resources per die)
-[] Continuous Cycle Fusion Plants (Phase 9) 2 dice 40R 100%
(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[] Low Velocity Particle Applicator Development 1 free die + 1 Erewhon die 40R 72%
(Progress 0/120: 20 resources per die)
-[] Chicago Planned City 1 die
-[]Light and Chemical Industry 4/4 100R
-[] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 98%
(Progress 251/380: 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 65R
-[] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Strategic Food Stockpile Construction (Phase 3) 1 die + 1 free die 20R 99%
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[]Tiberium 7/7 130R
-[] Intensification of Green Zone Harvesting (Stage 7) 1 die 15R 100%
(Stage 8 33%)
(Progress 78/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of yellow zone mitigation) (1 Stage available)
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 3 dice 60R 100%
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
(Phase 2 81%)
-[] Visceroid Research Programs 2 dice 30R 99%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[] Venusian Tiberium Studies 1 die 25R 100%
(Progress 95/120: 25 resources per die)
-[]Orbital 6/6 120R
-[] Station Bay 2 dice 40R 0%
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[] Leopard II Factory 4 dice 80R 32%
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
-[]Services 5/5 100R
-[] Human Genetic Engineering Programs 1 die 25R 100%
(Progress 77/120: 25 resources per die) (-5 Political Support)
-[] Hallucinogen Development 2 die 30R 100%
(Progress 0/60: 15 resources per die)
-[] Regional Hospital Expansions (Phase 1) 1 die 25R 0%
(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[] Ocular Implant Development 1 die 20R 100%
(Progress 83/120: 20 resources per die)
-[]Military 8/8 250R
-[] ASAT Defense System (Phase 4) 3 dice 60R 93%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Orbital Strike Regimental Combat Team Stations (Phase 4) 2 dice 40R 99%
(Progress 319/395: 20 resources per die)
-[] Ground Forces Zone Armor (Set 1)
--[] London 2 dice 40R 100%
(Progress 121/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[] Island Class Assault Ship Development (Platform) 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[] Medium Tactical Plasma Weapon Deployment 1 die 30R 62%
(Progress 0/80: 30 resources per die)
-[] Sparkle Shield Module 2 free dice 60R 91%
(Progress 0/120: 30 resources per die)
-[]Bureaucracy 3/4
-[] Administrative Assistance (Advanced Alloys Development) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Banking Reforms 1 die hold 100R in reserve auto
(Must maintain 100 resources in reserve.)
-[]Free Dice 7/7
-[] 2 in Infrastructure
-[] 1 in Heavy Industry
-[] 1 in Agriculture
-[] 3 in Military
-[]Resources Income 1035/1155 Reserve 0/110

[] Plan To The Red Zones
-[]Infrastructure 5/5 160R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R 100%
(Supports Green Zone Intensification)
(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water)
-[] Chicago Planned City (Phase 4) 4 dice + 2 free dice + 1 HI die 140R 71%
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
-[]Heavy Industry 4/4 110R
-[] Advanced Alloys Development 1 die + 1 admin die 30R 72%
(Progress 0/120: 15 resources per die)
-[] Continuous Cycle Fusion Plants (Phase 9) 2 dice 40R 100%
(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor)
-[] Low Velocity Particle Applicator Development 1 free die + 1 Erewhon die 40R 72%
(Progress 0/120: 20 resources per die)
-[] Chicago Planned City 1 die
-[]Light and Chemical Industry 4/4 100R
-[] Bergen Superconductor Foundry (Phase 3) 3 dice 90R 98%
(Progress 251/380: 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 65R
-[] Vertical Farming Projects (Stage 2) 3 dice 45R 89%
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Strategic Food Stockpile Construction (Phase 3) 1 die + 1 free die 20R 99%
(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food)
-[]Tiberium 7/7 145R
-[ ] Red Zone Border Offensives (Stage 1) 2 dice 50R 10%
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 2 dice 40R 99%
(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy)
(Phase 2 15%)
-[] Visceroid Research Programs 2 dice 30R 99%
(Progress 0/120: 15 resources per die) (-10 Political Support)
-[] Venusian Tiberium Studies 1 die 25R 100%
(Progress 95/120: 25 resources per die)
-[]Orbital 6/6 120R
-[] Station Bay 2 dice 40R 0%
(Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points)
-[] Leopard II Factory 4 dice 80R 32%
(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount)
-[]Services 5/5 100R
-[] Human Genetic Engineering Programs 1 die 25R 100%
(Progress 77/120: 25 resources per die) (-5 Political Support)
-[] Hallucinogen Development 2 die 30R 100%
(Progress 0/60: 15 resources per die)
-[] Regional Hospital Expansions (Phase 1) 1 die 25R 0%
(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[] Ocular Implant Development 1 die 20R 100%
(Progress 83/120: 20 resources per die)
-[]Military 8/8 250R
-[] ASAT Defense System (Phase 4) 3 dice 60R 93%
(Progress 36/220: 20 resources per die) (Station) (High Priority)
-[] Orbital Strike Regimental Combat Team Stations (Phase 4) 2 dice 40R 99%
(Progress 319/395: 20 resources per die)
-[] Ground Forces Zone Armor (Set 1)
--[] London 2 dice 40R 100%
(Progress 121/190: 20 resources per die) (-2 Labor, -3 Energy, -1 Capital Goods)
-[] Island Class Assault Ship Development (Platform) 1 die 20R 100%
(Progress 0/40: 20 resources per die)
-[] Medium Tactical Plasma Weapon Deployment 1 die 30R 62%
(Progress 0/80: 30 resources per die)
-[] Sparkle Shield Module 2 free dice 60R 91%
(Progress 0/120: 30 resources per die)
-[]Bureaucracy 3/4
-[] Administrative Assistance (Advanced Alloys Development) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Banking Reforms 1 die hold 100R in reserve auto
(Must maintain 100 resources in reserve.)
-[]Free Dice 7/7
-[] 2 in Infrastructure
-[] 1 in Heavy Industry
-[] 1 in Agriculture
-[] 3 in Military
-[]Resources Income 1050/1155 Reserve 0/110
 
I... oh. Oh my. The turn post. Already. I'd just finally caught up with the discussion!

Resources: 1155 + 110 in‌ ‌reserve‌ ‌...
Okay, 1265 available, we want to come in under 1155 on the budget, the farther below the better up to a point.

[ ] Communal Housing Experiments (New)
While the attempt early in the plan to build a functional communal housing prototype was met with miserable failure, science is not a matter of giving up after the first try, and a second attempt, with a far more rigorous vetting of the potential residents, will likely see better results than the first.
(Progress 0/150: 10 resources per die) (+8 Housing) (-5 PS)

[ ] Green Architecture Risk Assessment and Testing (New)
Green architecture, integrating a combination of natural materials and plant life into constructed environments, has been intentionally avoided for decades due to the potential risk of rapidly spreading Tiberium infections on the sides of buildings. However, Tiberium has mutated since then, and potentially the risks can be mitigated or avoided.
(Progress 0/90: 10 resources per die)
Good to see these! But I think both should wait until 2062, as neither is urgent and other issues are.

[ ] Isolinear Peripherals Development (New)
While Isolinear computers are fast, the human/machine interface, and the interfaces between isolinear and more traditional computers are very slow and currently have to be custom fitted in most cases. Developing a standard array of systems to allow the computers to effectively talk to humans and each other is an important part of making Isolinear computing practical for the modern age.
(Progress 0/160: 10 resources per die)
Ohhh, this is a lovely project for 2062.

[ ] Vertical Farming Projects (Stage 2)
With a first wave of vertical farms completed, a second wave located in less critical cities can begin. While these next waves will be marginally less expensive than the original batch (a result of some efficiencies in the learning process) they are of roughly the same scale and distribution as previous designs.
(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
Eyes on the prize. +yummies AND +bulk calories.

[ ] Dairy Ranches (Phase 1) (New)
While meat is a key status symbol for many, the sustainable option is actually focusing more heavily on dairy, offering up a suite of cheeses and other milk products that can provide additional protein and significantly expand dietary diversity.
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
(Progress 0/200: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support)
Oooh, this is great, although we really really do need to think of this as a medium term option. Our Food surplus is... not great. I'm thinking of this as a 2063 project after we lay groundwork in '62.

[ ] Red Zone Border Offensives (Stage 1)
With the Initiative now controlling significant stretches of territory along the edges of Red Zones, it is high time to begin exploiting them for their resources. While it will be expensive to do so, this kind of work can both fuel an economic boom, and push back the Red Zones while expanding GDI control.
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
(Progress 0/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
Gonna try to make room for this.

[ ] Specialist Isolinear Programming Development (new)
With Isolinear computers having a fundamentally different structure than all other Initiative computing systems, creating a dedicated set of compilers and other supporting digital infrastructure is a key part of preparing for an even wider adoption profile.
(Progress 0/120: 10 resources per die)
Another charming 2062 project.

[ ] Department of Refits (New)
With the military looking towards updating, replacing and refitting much of its equipment there will need to likewise be an update, replacement and refit of the production and handling facilities. Spinning this function off into a dedicated department will increase the efficiency while decreasing the Secretary of the Treasury's workload.
(-1 die) (-30 resources per turn) (30 progress towards each refit project per turn)
Oh... God. 30 RpT. We cannot afford this right now. We just can't. It'll be crippling in the coming Plan. We simply must restabilize our income before taking this.

[ ] Department of Munitions (New)
The Treasury has run into problems effectively supplying munitions in the appropriate quantity and variety to the troops. Dedicating part of the Procurement office to solving such problems and ensuring it cooperates with the larger Production and Economic Development offices will reduce the need for top level intervention from the Treasury and make sure that any needed munitions will hit the field in a reasonable time frame once certified for deployment.
(-1 die) (-20 resources per turn) (50 progress towards each munitions project per turn)
Same problem. -20 RpT is just too big.

[ ] Low Orbit Support Satellite Constellations (New)
Brotherhood Disruption Towers and other stealth field options leave small ripples in the air and other disturbances, small flaws in their stealth fields. While often invisible from orbit, and only barely visible to the naked eye, extremely low orbit satellites with sufficiently high resolution will be able to pick up such discrepancies to a limited extent. While latency is likely to be higher than desired and will come with many errors, being able to detect the Brotherhood's stealth operations from orbit will provide far greater coverage than patrols alone.
(Progress 0/200: 10 resources per die)
Ahhh, THERE we go. Good project for early 2062. Also helps us get a better sense of overall patterns of Nod traffic. With so much of their stuff operating under cloak, even deep in their territory where we cannot hope to spot it with patrols, we have very limited intel about their backfield and logistical activities. This would help us detect traffic patterns even if we can't target individual vehicles.

The intel benefits of this are huge.

[ ] Make Political Promises (Updated)
While Seo's parliamentary support is currently stable, it is possible to make additional promises to shore up his position, and make parliament and other political figures happy with him. While this will require expansion of the plan goals, it will also provide other benefits.
(Can select multiple)
-[ ] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
-[ ] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
-[ ] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: Do not take any UYL Plan Goals for next Plan. +2d50 steps
-[ ] United‌ ‌Yellow‌ ‌List:‌ ‌176 ‌seats‌ ‌(110;‌ ‌40;‌ ‌20;‌ ‌6)‌: Complete 2 phases of Blue Zone Arcologies: +2d10 steps.
-[ ] Starbound‌ ‌Party:‌ ‌461 ‌seats‌ ‌(300; 90;‌ ‌50;‌ ‌21)‌: Complete Columbia Phase 1: +2d20 Steps.
-[ ] Socialist‌ ‌Party:‌ 426 ‌seats‌ ‌(200;‌ ‌190;‌ ‌26;‌ ‌10): Commit to completing at least four industrial capstones in reallocation: +2d20 steps.
-[ ] Homeland‌ ‌Party‌‌: 50 ‌seats (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
-[ ] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
-[ ] Reclamation Party: 12 Seats (3; 9; 0; 0): Complete at least three blue zone inhibitors by the end of next plan: +1d6 Steps.
-[ ] Developmentalists:‌ 1038 ‌seats‌ ‌(500;‌ ‌238;‌ 250;‌ ‌50)‌: Commit to raising GDI Income by at least 1200 over the course of the next plan: +2d20 steps.
@Ithillid , we really need to know: are the timeframes here all "do it this turn" unless otherwise noted?

Because while we COULD do Electric Vehicle Factories this turn, I don't think it's worth it. Columbia, likewise, the timing's wrong, we're building infrastructure.

I'm actually quite comfortable promisng to do Dairy Ranching Domes Phase 2 by the end of the next Plan; that's a long way away. Blue Zone inhibitors are reasonable but cost Energy but I'm hopeful we can make it work, so I'm willing to commit to two, especially since they'll tend to limit the clearly problematic growth of underground tiberium.

[ ] Interdepartmental Favors (Updated)
By reaching out to the other departments and providing aid to them, the Treasury can improve its overall position within the broader Initiative. While this will require resource allocation to their projects, that is a small price to pay in exchange for political favor.
(Can select multiple)
-[ ] Multiple Civilian Departments: Take no more than 20 percent of budget at reallocation: +15 Political Support
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons: +5 Political Support
-[ ] Air Force: Deploy Orca Wingman Drones before the end of next plan: +5 Political Support
-[ ] Department of Education: Deploy Services AEVA : +5 political Support
-[ ] Erewhon: Complete North Boston Phase 5: +5 Political Support
Okay, I'm happy making the promise to the Air Force since I was planning to do the front half of it anyway.

@Ithillid , vitally important: do the Talons want the project developed this turn or do they want it deployed by some time in 2062-65? Please specify.

Also, I hope Erewhon knows how to count well enough to have a "by end of next Plan" on there? Would really like confirmation.

I'm hesitant to do the Department of Education's promise simply because -4 Capital Goods is a big "oof" to take.
 
(Progress 3/550: 20 resources per die) (+2 Housing, -4 Labor, -2 Logistics, -4 Energy) (+280 Tiberium Processing Capacity, +8 Consumer Goods, +6 Capital Goods)
If we are adding more tib processing I feel that we should do [ ] Improved Hewlett Gardener Process Development (Tech). Otherwise we are adding more capacity that we have to refit later.
 
Personally, I just want someone to put a die each into Tarberry and Poulticeplant Development. They have been sitting there a long time and I want to know what they actually do.
 
If we are adding more tib processing I feel that we should do [ ] Improved Hewlett Gardener Process Development (Tech). Otherwise we are adding more capacity that we have to refit later.
Only way I'm adding that is by dropping the RZ mining and if I do that I get no votes so no.

Personally, I just want someone to put a die each into Tarberry and Poulticeplant Development. They have been sitting there a long time and I want to know what they actually do.
Same but what can you do every plan that had them never won.
 
-_-

When I advocated doing exactly this on a larger scale with Tendril Harvesters Phase 2 everyone damn near ripped my head off for suggesting that we leave tiberium projects half-finished so we could rush them to completion next turn.

I will not support it.
I mean, that plan did almost win, so it was hardly everyone.
-[ ] Initiative‌ ‌First:‌ ‌335 ‌seats‌ ‌(0;‌ ‌0;‌ ‌30; ‌305)‌: Do not take any UYL Plan Goals for next Plan. +2d50 steps
Lmao. Here's what would be a pro-gamer move - take this promise, carefully note which things UYL is requesting and then do them all anyway.

But on a more serious note, there are some nice promisses both here and in Interdepatamental Favours. I wonder where Erewhon gets their PS from - or does this refer to the whole developmental team?
 
Real quickly: Previous phases of Planned Cities have given us normal +Housing, not High-Quality Housing.
Previous phases of planned city were built in a Yellow Zone.

I see no reason to think that new housing constructed in and around Chicago would need to be any lower in quality than, say, our current standard apartment buildings. Which are, if not dreamy high-quality, at least not low-quality like the commieblocks and fortress towns.

And just to clarify, my intention has been maximizing the amount of money we give to the rest of GDI in reallocation.
I think we've done about as much along those lines as we can do in the current Four Year Plan without it shading over into us either self-sabotaging badly, or sabotaging the civilian economy badly. Remember, the civilian economy is also a valid interest group, and one that frankly has less ability to offer us direct +Political Support than the other government departments!

If we are adding more tib processing I feel that we should do [ ] Improved Hewlett Gardener Process Development (Tech). Otherwise we are adding more capacity that we have to refit later.
We have time to do that, and Chicago Phase 4 is useful enough in the short term to be worth it.

Personally, I just want someone to put a die each into Tarberry and Poulticeplant Development. They have been sitting there a long time and I want to know what they actually do.
I'm confidently expecting them to be basically "spider cotton, but for +Energy and +Health instead of +Capital Goods." Which is nice and all, but we have much better things to do with our Agriculture dice. If we had a ton of those I'd be all for it.

I mean, that plan did almost win, so it was hardly everyone.
Yeah, but I caught a LOT of heat over the issue, so I'm not going to be quiet about it when the same people who told me I was tyrannically cheating GDI's other departments out of precious moneys then do the same thing on a smaller scale now.

But on a more serious note, there are some nice promisses both here and in Interdepatamental Favours. I wonder where Erewhon gets their PS from - or does this refer to the whole developmental team?
I dunno. I can think of a lot of ways for Erewhon to do us favors popularity-wise. Especially given that Erewhon has already learned how to tell dirty jokes and/or troll, which suggests a surprisingly good grasp of human nature.

At this point, assume all projects are before end of next plan.
Ah. Well that is much more manageable, then.
 
With the Department of Refits, I like to aim to get a lot of refits going in Q1 and Q2 and prepare for that by doing two tech-heavy turns.
If we start all 4 ground vehicles then the 30R will be very cheap compared to doing it by hand and if the navy laser refits are still incomplete its even more a great deal.
The new govenor could be started then as well.
I like to have the following techs ready then:
Sparkle Shield Module
Light Combat Laser Development
Advanced ECCM Development
Suzuka Prototype Hover Chassis Factory(in the hope we get some factories for hover variants of the new vehicles)
 
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I'm confidently expecting them to be basically "spider cotton, but for +Energy and +Health instead of +Capital Goods." Which is nice and all, but we have much better things to do with our Agriculture dice. If we had a ton of those I'd be all for it.
Don't forget the unlock other gene moding projects like better medicine (I think medigel was mentioned at some point) and making CRP actually edible!!!
 
If Kane doesn't come this plan, we're probably going to want to do as many inhibitors as possible during the next one.

I'd be in favor of the 3 inhibitor promise.
 
I think we should plan to do a 50/50 split between vein mining and red zone harvesting in Q1 of next plan, to reduce the risk of being too overstretched in red zones
 
So, as before, but with some changes: New housing options are go, removed the LVPAD in favor of ensuring Visceroid Studies complete, but keeping on with Alloys, Moar Power, and Hovertrucks. Obvious stuff from LCI - we want superconductors and drones, and looking into the Artificial Wood will help with Consumer Goods. Agriculture does go to Vertical Farms rather than Aquaponics, since better food will make for happier peoples. I do think we need the Security Review, since we're at 3 years since the last one. The Vein Mines are actually something I want to push hard for, since they will give us more of an idea what actually is under our feet, as well as providing income - and yes, the Treasury doesn't get to keep it, but that will hopefully provide a buffer of goodwill if we decide to spin off funding for a subdepartment. The reasoning for the Border Offensives should be obvious, and the science is there to eat PS and keep Seo happy. And our Qatarites alive.
Prep for stations is prep for stations. Services finishes some things, slow-walks others, but the idea is +Health. For military, finishing our promises with a 90%+ chance of success, keeping the advanced sonics for improved abatement and possibly mining, tossing a couple dice at the Talons for shields and advanced base options, and another security review, since that's also almost at 3 years since the last one.

But on a more serious note, there are some nice promisses both here and in Interdepatamental Favours. I wonder where Erewhon gets their PS from - or does this refer to the whole developmental team?
Erewhon is beloved by much of the populace - the roll for popular reception was a 99.


Plan Save Moneys, with more SCIENCE!
Infrastructure 5 dice +32 60R
-[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[] Blue Zone Apartment Complexes (Phase 9) (Updated) 82/160 1 die 10R 70%
-[] Communal Housing Experiments (New) 0/150 2 dice 20R 82%
-[] Green Architecture Risk Assessment and Testing (New) 0/90 1 die 10R 63%
Heavy Industry 4 dice +29 75R
-[] Advanced Alloys Development 0/120 1 die 15R 30%
-[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
Light and Chemical Industry 4 dice +24 80R
-[] Bergen Superconductor Foundry (Phase 3) 251/380 2 dice 60R 79%
-[] Civilian Drone Factories 292/380 1 die 10R 52%
-[] Isolinear Peripherals Development (New) 0/160 1 die 10R
Agriculture 4 dice +24 4+1 Free die 50R
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
-[] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
-[] Free die for security review
Tiberium 7 dice +39 7+2 Free Die 190R
-[] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
-[] Red Zone Border Offensives (Stage 1) 0/250 3 dice 75R 74%
-[] Visceroid Research Programs 0/120 2 dice 30R 99%
-[] Venusian Tiberium Studies 95/120 1 die 25R 100%
Orbital 6 dice +26 6+2 Free Dice 160R
-[] Station Bay 0/400 4 dice 80R 9%
-[] Leopard II Factory 0/350 4 dice 80R 32%
Services 5 dice +27 115R
-[] Human Genetic Engineering Programs 77/120 1 die 25R 100%
-[] Regional Hospital Expansions (Phase 1) 121/300 2 dice 50R 42%
-[] Ocular Implant Development 83/120 1 die 20R 100%
-[] Specialist Isolinear Programming Development (New) 0/120 1 die 20R 28%
Military 8 dice +26 8+2 Free Dice +Erewhon 210R
-[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%
-[] OSRCT Station (Phase 4) 319/395 1 die + Erewhon 40R 96%
-[] Ground Forces Zone Armor (London) 121/180 2 dice 40R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
-[] Sparkle Shield Module 0/120 1 die 30R 27%
-[] Free die for security review
Bureaucracy 4 dice +24
-[] Security Reviews (Agriculture) DC50 0/50 2 dice 100%
-[] Security Reviews (Military) DC50 0/50 2 dice 100%

7/7 Free dice
940/1155R + 110 Reserve
 
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[] Plan Finishing Up
Infra 5/5 + 100R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R
-[] Chicago Planned City (Phase 4) 4 dice 80R
HI 4/4 + 60R
-[] Advanced Alloys Development (Tech) 2 die 30R
-[] Continuous Cycle Fusion Plants (Phase 9) 1 die 20R
-[] Division of Alternative Energy 1 die -10RPT
LCI 4/4 + 80R
-[] Bergen Superconductor Foundry (Phase 3) 2 dice 60R
-[] Isolinear Peripherals Development (New) 2 die 10 R
-[] Civilian Drone Factories 1 die 10R
Agri 4/4 + 70R
-[] Strategic Food Stockpile Construction (Phase 4) (Updated) 1 die 10 R
-[] Poulticeplant Development (Tech) 1 die 20 R
-[] Dairy Ranches (Phase 1) (New) 2 dice 40R
Tiberium 7/7 + 135
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 2 dice 40 R
-[] Visceroid Research Programs (Tech) 2 dice 30 R
-[] Venusian Tiberium Studies 1 dice 25 R
-[] Improved Hewlett Gardener Process Development (Tech) 2 dice 40 R
Orbital 6/6 + 3 free + 2 AA +1 Erewhon + 250R
-[] GDSS Enterprise Bays (3 available)
--[] Station Bay - 4 dice +1 AA die +1 Erewhon die 120 R
-[] Conestoga Class Development 1 die 30R
-[] Leopard 2 factory 1 die + 3 free dice + 1 AA die 100 R
Services 5/5 + 110R
-[] Human Genetic Engineering Programs (Tech) 1 die 25 R
-[] Hallucinogen Development (Tech) 1 die 15 R
-[] Ocular Implant Development (Platform) 1 die 20 R
-[] Regional Hospital Expansions (Phase 1) 2 die 50 R
Military 8/8 + 4 free + 260R
-[] Department of Refits (New) 1 die -30 RPT
-[] Department of Munitions (New) 1 die -20 RPT
-[] ASAT Defense System (Phase 4) (Updated) 3 dice 60R
-[] Orbital Strike Regimental Combat Team Stations (Phase 4) (Updated) 2 dice 40R
-[] Ground Forces Zone Armor (Set 1) (Updated)
--[] London (Progress 121/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) 1 die 20R
--[] New Sevastopol (Progress 0/180: 20 resources per die)(-2 Labor, -2 Energy, -1 Capital Goods) 2 free dice 40 R
-[] Island Class Assault Ship Development (Platform) 1 free die 20R
-[] Medium Tactical Plasma Weapon Deployment 1 free die 30R
Bureau 4/4 +19
-[] Administrative Assistance 4 dice

Free 7/7
total spent: 1065R
 
@Ithillid I'm probably being stupid but when you said all projects did that mean political promises as well or just interdepartmental favours?
 
So, this plan is basically in line with my previous drafts, but flips Erewhon to Venusian tiberium and cancels a few low-priority projects to free up three dice for a Red Zone Border Offensive, while swapping out the lonely Shark-class yard die to work on the Island-class amphibious assault ships before the Navy gives up on them entirely.

Unfortunately this plan does not add much to the cash reserves because I'm doing the banking reforms this turn, because the civilian economy needs those and we won't otherwise get them done until 2063 or so because we just won't be able to manage the relevant levels of surplus.

Possible changes I'm contemplating:
1) Taking a Free die off fusion and putting it elsewhere,
2) Making a no-Chicago variant that's much heavier on military stuff. But even this plan has two dice for the Steel Talons, so I'm not feeling any guilt or regret.



MONEY BUDGET
1155 RpT income + 110(?) R reserves
1140/1265
125 R surplus budget at plan end
(but positioned to really surge income in 2062Q1, while ensuring fast civilian-sector growth!)

PESSIMISTIC CAPITAL GOODS BUDGET
+17 (?) baseline
+17 +2 (DHIA) -2 (claws) -1 (London) = +16
(I am not counting the +6 from Chicago or the +2 from Bergen; those 'only' have ~75% chances each of completing)

FOOD BUDGET
+20 (baseline from projects) -5 (refugees, pessimistic) = +15 (?) baseline, pessimistic
Becomes +12 with storehouses, 90% chance of +16 if vertical farms finish

MILDLY PESSIMISTIC ENERGY BUDGET
+8 baseline (huh, that was surprisingly spot-on)
+8 (baseline) + 16 (fusion) +10 (tiberium Phase 1) -4 (Chicago) -2 (Suzuka) -2 (drones) -2 (vertical farms) -1 (hospitals) -2 (London)
+21 Energy

GETTING YELLED AT BUDGET
117 (75 + 17 from projects + 25 from promises ), need to spend some
117 - 10 (Visceroids) -5 (genetic engineering) -5 (tiberium power) = 97 Political Support
15% chance of less if Phase 2 tiberium power finishes,

7/7 Free dice

[] Plan Attempting To Finish In Chicago With MAD SCIENCE!
-[] Infrastructure (5 dice + 2 Free dice, +32 bonus, 140 R)
--[] Yellow Zone Fortress Towns Phase 6 273/300 (1 die, 20 R) (100% chance)
--[] Chicago Planned City (Phase 4) 3/550 (6 dice + HI die, 120 R) (71% chance)
-[] Heavy Industry (4 dice + 2 Free dice, +29 bonus, 115 R)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 (2 dice, 40 R) (100% chance)
--[] Advanced Alloys Development 0/120 (1 die, 15 R) (30% chance)
--[] Suzuka Prototype Hover Chassis Factory 0/175 (2 dice, 40 R) (50% chance)
--[] Chicago Planned City Phase 4 (1 die, 20 R) (see above)
-[] Light Industry (4 dice, +24 bonus, 80 R)
--[] Bergen Superconductor Foundry (Phase 3) 251/380 (2 dice, 60 R) (79% chance)
--[] Civilian Drone Factories 292/380 (1 die, 10 R) (52% chance)
-[] Artificial Wood Development 0/60 (1 die, 10 R) (85% chance)
-[] Agriculture (4 dice + 1 Free die, +24 bonus, 65 R)
--[] Strategic Food Stockpile Construction Phase 4 134/200 (2 dice, 20 R) (99.99% chance of Phase 4)
--[] Vertical Farming Projects (Stage 2) 65/240 (3 dice, 45R) (90% chance, less if progress decay)
-[] Tiberium (7 dice + EREWHON!!!, +39 bonus, 165 R)
--[] Red Zone Border Offensives (Stage 1) 0/250 (3 dice, 75 R) (74% chance)
--[] Liquid Tiberium Power Cells (Phase 1+2) 41/280 (2 dice, 40 R) (99% Phase 1, 15% Phase 2) (-5/?? PS from Phase 1/2)
--[] Visceroid Research Programs 0/120 (2 dice, 30 R) (99% chance) (-10 PS)
--[] Venusian Tiberium Studies 95/120 (E die, 25 R) (100% chance)
--[] Tiberium Harvesting Claw Deployment 363/380 (autocompletes without dice)
-[] Orbital (6 dice, +26 bonus, 120 R)
--[] Station Bay 0/400 (3 dice, 60 R) (3/5 median)
--[] Leopard II Factory 0/350 (3 dice, 60 R) (2% chance)
-[] Services (5 dice, +27 bonus, 110 R)
--[] Human Genetic Engineering Programs 77/120 (1 die, 25 R) (100% chance) (-5 PS)
--[] Regional Hospital Expansions (Phase 1) 121/300 (2 dice, 50 R) (42% chance)
--[] Ocular Implant Deployment 83/120 (1 die, 20 R) (100% chance)
--[] Hallucinogen Research 0/60 (1 die, 15 R) (88% chance)
-[] Military (8 dice + 2 Free dice + AA die, +26 bonus, 240 R)
--[] Ground Forces Zone Armor (London) 121/180 (1+AA dice, 40 R) (98.6% chance)
--[] Island Class Assault Ship Development 0/40 (1 die, 20 R) (100% chance)
--[] Sparkle Shield Module 0/120 (2 dice, 60 R) (91% chance)
--[] OSRCT Stations (Phase 4) 319/395 (2 dice, 40 R) (99.7% chance, 100% with Seo bonus)
--[] ASAT Defense System (Phase 4) 36/220 (4 dice, 80 R) (99.4% chance, 99.9% with Seo bonus)
---[] Deliberate overkill onto Phase 5, a 30 R/die project
-[] Bureaucracy (4 dice, 100 R)
--[] Erewhon: I Hear You Like Space and Tiberium Research So Here Is Space Tiberium Research
--[] Administrative Assistance: Awoo Zone Troopers Of London
--[] Banking Reforms (-100 R)
--[] Make Political Promises (Updated)
---[] FMP: ‌Complete Electric Vehicle Factory in Next Plan: +1d6 steps.
---[] Market‌ ‌Socialist‌: Complete Electric Vehicle Factory in next Plan: +2d6 steps. ‌ ‌
---[] Homeland‌ ‌Party‌‌: Complete 2+ BZ Inhibitors by end of next plan: +3d6 Steps.
---[] Biodiversity‌ ‌Party‌: Compete Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
---[] Initiative‌ ‌First:‌ Go Play Hopscotch In A Yellow Zone Minefield LOL: -??? steps.
 
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The refit and ammo departments are so odd since there are lots of times it feels we will not have much or any projects. Right now we have 2 refits and 1 ammo project.

Also @Ithillid when do we get the design option for the Apollo-bis?

Every new ground Platform marked development project will come with a Refit project as well as completely new factories. We're not going to be short on these, and when the military goes 'we need more shells and rockets again' because the military got larger or a new artillery platform got developed, well, that's munitions spinning up.
 
[X] Plan: Cleanup, Buildup, Clear Out.
Infrastructure +32 (5 dice) 125R
-[X] Suborbital Shuttle Service (Phase 2)(Progress 22/250: 25 resources per die) (+5 Logistics) 3D
-[X] Urban Metros (Phase 4) (New)(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy) 2D
-[X] Yellow Zone Fortress Towns (Phase 6)(Progress 273/300: 20 resources per die) (+4 Housing) (-1 Green Zone Water) AAD

Heavy Industry +29 (4 dice, 3FD) 95R
-[X] Advanced Alloys Development (Tech)(Progress 0/120: 15 resources per die) 1D
-[X] Continuous Cycle Fusion Plants (Phase 9) (Updated)(Progress 236/300: 20 resources per Die) (+16 Energy) (-2 Labor) 1D
-[X] Personal Electric Vehicle Plants(Progress 0/300: 10 resources per die) (-2 Labor, -4 Energy, -2 Capital Goods, +8 Consumer goods, +4 Logistics) (+10 Political Support) 2D+2FD
-[X] Suzuka Prototype Hover Chassis Factory (Progress 0/175: 20 resources per die) (+2 Logistics, -2 STU, -2 Energy) 1FD

Light and Chemical Industry +24 (4 dice, 2FD) 140R
-[X] Bergen Superconductor Foundry (Phase 3)(Progress 251/380: 30 resources per die) (+2 Capital Goods, +4 Energy) (-1 Logistics) 2D
-[X] Carbon Nanotube Foundry Expansions(Progress 0/300: 20 resources per die) (+4 Capital Goods) 2D+2FD

Agriculture +24 (4 dice, 1FD) 60R
-[X] Vertical Farming Projects (Stage 2)(Progress 65/240: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy) 1D
-[X] Strategic Food Stockpile Construction (Phase 4) (Updated)(Progress 134/200: 10 resources per die) (+2 Food in Reserve, -3 Food) 2D
-[X] Blue Zone Aquaponics Bays (Phase 5)(Progress 18/140: 10 resources per die) (+6 Food) (-1 Labor, -1 Logistics) 1D
-[X] Poulticeplant Development (Tech)(Progress 0/50: 20 resources per die) 1FD

Tiberium +39 (7 dice) 140R
-[X] Improved Hewlett Gardener Process Development (Tech)(Progress 0/160: 20 resources per die) 2D
-[X] Venusian Tiberium Studies (New)(Progress 95/120: 25 resources per die) 1D
-[X] Visceroid Research Programs (Tech)(Progress 0/120: 15 resources per die) (-10 Political Support) 1D
-[X] Liquid Tiberium Power Cell Deployment (Phase 1)(Progress 41/140: 20 resources per die) (-5 Political Support) (+10 Energy) 3D

Orbital +26 (6 dice) 120R
-[X] Leopard II Factory(Progress 0/350: 20 resources per die) (5 point lunar discount, 5 point station discount) 1D
-[X] Station Bay (Progress 0/400: 20 resources per die) (-1 Capital Goods) (Discounts stations by 10 points) 5D

Services +27 (5 dice) 120R
-[X] Regional Hospital Expansions (Phase 1) (New)(Progress 121/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) 3D
-[X] Human Genetic Engineering Programs (Tech)(Progress 77/120: 25 resources per die) (-5 Political Support) 1D
-[X] Ocular Implant Development (Platform)(Progress 83/120: 20 resources per die) 1D

Military +26 (8 dice, 1FD, ED) 215R
-[X] Advanced ECCM Development (Tech)(Progress 0/40: 20 resources per die) 1D
-[X] ASAT Defense System (Phase 4)(Progress 36/220: 20 resources per die) (Station) (High Priority) 3D
-[X] Orbital Strike Regimental Combat Team Stations (Phase 3)(Progress 319/395: 20 resources per die) 2D
-[X] Ground Forces Zone Armor (Set 1) (Updated)
--[X] London (Progress 121/180: 20 resources per die) (-2 Labor, -2 Energy, -1 Capital Goods) 1D
-[X] Sparkle Shield Module (Tech)(Progress 0/120: 30 resources per die) 1D+1FD
-[X] Stealth Disruptor Development (Tech)(0/40: 15 resources per die) ED

Bureaucracy +19 (4 dice)
-[X] Administrative Assistance - Yellow Zone Fortress Towns 2D
-[X] Make Political Promises (Updated) 1D
--[X] Free‌ ‌Market‌ ‌Party: 228 ‌seats‌ ‌(0;‌ ‌50;‌ 38; ‌140)‌: ‌Complete Electric Vehicle Factory: +1d6 steps.
--[X] Market‌ ‌Socialist‌ ‌Party:‌ 486‌ seats‌ ‌(200;‌ ‌150;‌ ‌86;‌ ‌50)‌: Complete Electric Vehicle Factory: +2d6 steps. ‌ ‌
--[X] Homeland‌ ‌Party‌‌: 50 ‌seats (15; 32; 3; 0): Complete at least two Blue Zone Inhibitors by end of next plan: +3d6 Steps.
--[X] Biodiversity‌ ‌Party‌: ‌34 ‌seats (4; 10; 20; 0): Commit to completing Dairy Ranching Domes phase 2 by end of next plan: 1d10 steps.
--[X] Reclamation Party: 12 Seats (3; 9; 0; 0): Complete at least three blue zone inhibitors by the end of next plan: +1d6 Steps.
-[X] Interdepartmental Favors (Updated) 1D
--[X] Erewhon: Complete North Boston Phase 5: +5 Political Support

125 + 95 + 140 + 60 + 140 + 120 + 120 + 215
1015/1155

-5 Labor
-5/+11 Energy
+2 Cap Goods
+4 Health
+6 Logi
+4 Housing
-1 GZ Water
+12 Con Goods
+1 Food
+2 FiR
-15 PS
 
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You know what? Tossing a die on each of the offensive navy development projects looks like it might signal to them we want them to be an offensive navy.
 
With the Department of Refits, I like to aim to get a lot of refits going in Q1 and Q2 and prepare for that by doing two tech-heavy turns.
If we start all 4 ground vehicles then the 30R will be very cheap compared to doing it by hand and if the navy laser refits are still incomplete its even more a great deal.
The new govenor could be started then as well.
I like to have the following techs ready then:
Sparkle Shield Module
Light Combat Laser Development
Advanced ECCM Development
Suzuka Prototype Hover Chassis Factory(in the hope we get some factories for hover variants of the new vehicles)
This is synergetic, but dear God the budget pain of eating -30 RpT extra costs in the first couple of turns of the next Four Year Plan...

I strongly, strongly recommend postponing this course of action until we're back on our feet in 2062.

Which means adding more dice to get everything refit done on the back end
It's about equal to 10% of our existing refinery infrastructure. It'll make the project 10% harder.

Bluntly, I don't care. Worst case, it'll be like how we never got around to doing the last round of refits on some of the existing refineries with the first-generation Hewlett-Gardner refineries. We'll live.

Don't forget the unlock other gene moding projects like better medicine (I think medigel was mentioned at some point) and making CRP actually edible!!!
In fairness, you're not wrong, but I'm already doing a major genetics project this turn and money's gonna be tight soon; we're not even done with our actual Plan commitments in Agriculture yet, so it's not a good time to be pushing the edge of the envelope while Milk and Honey is still a thing.

If Kane doesn't come this plan, we're probably going to want to do as many inhibitors as possible during the next one.

I'd be in favor of the 3 inhibitor promise.
I'd rather not promise three to such a tiny party that is in no position to reward us meaningfully. I'm definitely (as you can see in my draft) willing to promise two to the somewhat larger Homeland party.

Remember, Red Zone and Yellow Zone inhibitors are important too.

I think we should plan to do a 50/50 split between vein mining and red zone harvesting in Q1 of next plan, to reduce the risk of being too overstretched in red zones
We can certainly do that, but there's no need to stress much about how to make that happen now. The odds are that 2062Q1 will be a tiberium-heavy meme plan of massive mining, so unless we really go ham on Red Zone projects this turn we will be under no pressure to do so next turn. We'll have, like, one phase of Super Glacier Mines on top of one phase of RZBO, tops.

-[] Communal Housing Experiments (New) 0/150 2 dice 20R 82%
-[] Green Architecture Risk Assessment and Testing (New) 0/90 1 die 10R 63%
I think these projects make more sense to invest in next turn.

Agriculture 4 dice +24 4+1 Free die 50R
-[] Vertical Farming Projects (Stage 2) 65/240 2 dice 30R 40%
-[] Strategic Food Stockpile Construction (Phase 4) 134/200 2 dice 20R 100%
-[] Free die for security review
I really don't think there's a good reason to do an Agriculture review (at the cost of a Free die, no less!) If it's worth doing, it's worth giving up the chance of Vertical Farming Phase 2 completing.

Tiberium 7 dice +39 7+2 Free Die 190R
-[] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
This is not a good choice right now. We lose the same -1 Capital Goods and we don't get the RpT for our desperate need to rebuild our development budget next Plan.

Military 8 dice +26 8+2 Free Dice +Erewhon 210R
-[] ASAT Defense System (Phase 4) 36/220 3 dice 60R 93%
-[] Zrbite Sonic Weapons Development 0/60 1 die 20R 87%
-[] OSRCT Station (Phase 4) 319/395 1 die + Erewhon 40R 96%
-[] Ground Forces Zone Armor (London) 121/180 2 dice 40R 100%
-[] Modular Rapid Assembly System Prototypes 0/125 1 die 20R 22%
-[] Sparkle Shield Module 0/120 1 die 30R 27%
-[] Free die for security review
I've said some of this before but I strongly recommend consolidating our Talons dice on Sparkle Shields. This is a project we will NOT want to have to find funds for in 2062, and the civilian spinoffs for fusion research are actually important to get in a hurry. MRASP, by contrast, is about as good for us if we work on it in 2062Q2-Q3 as if we do it now.

[] Plan Finishing Up
Infra 5/5 + 100R
-[] Yellow Zone Fortress Towns (Phase 6) 1 die 20R
-[] Chicago Planned City (Phase 4) 4 dice 80R
HI 4/4 + 60R
-[] Advanced Alloys Development (Tech) 2 die 30R
-[] Continuous Cycle Fusion Plants (Phase 9) 1 die 20R
-[] Division of Alternative Energy 1 die -10RPT
DAE is a bad idea right now because we have no assurance of getting back enough Heavy Industry dice to hit our Plan targets next Plan. Going down to four is probably fine but three is really low. And we don't even need the Energy that badly right now anyway.

Also, your count is off; you have to put a die on Chicago this turn from Heavy Industry if you want to spend any Infrastructure dice on it, and if you're going to spend dice on it at all, it's probably a good idea to spend enough to finish Phase 4 of the project. Four or five dice isn't likely to cut it.

Agri 4/4 + 70R
-[] Strategic Food Stockpile Construction (Phase 4) (Updated) 1 die 10 R
-[] Poulticeplant Development (Tech) 1 die 20 R
-[] Dairy Ranches (Phase 1) (New) 2 dice 40R
One die on the stockpiles is NOT enough here. I know we want luxury food items, but we're not so far in the clear that we can laugh off Plan requirements.

Orbital 6/6 + 3 free + 2 AA +1 Erewhon + 250R
-[] GDSS Enterprise Bays (3 available)
--[] Station Bay - 4 dice +1 AA die +1 Erewhon die 120 R
-[] Conestoga Class Development 1 die 30R
-[] Leopard 2 factory 1 die + 3 free dice + 1 AA die 100 R
This is an actively bad time to design the Conestogas because we're about 6-12 months away from a significant improvement in gravitic drive performance.

Military 8/8 + 4 free + 260R
-[] Department of Refits (New) 1 die -30 RPT
-[] Department of Munitions (New) 1 die -20 RPT
This is a terrible idea. We cannot afford an extra -50 RpT of fixed line item costs built into our budget in 2062Q1-Q2. I get that the departments are attractive, but we need to think about them in the context of our actual budget and plans.
 
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