We are promising to roll some income over to Inops throughout the plan... but beyond that I would like to distribute some income out in year 2 if we could because I figure we do vein mine push Q2, then Q3/Q4 is more tib income/mitigation combos.
Personally, I don't want to go crazy on all out meme plan mining now just so we're in a good position to distribute income out a little sooner. We've got a pretty intense set of Plan goals ourselves, so we could definitely use the Free dice in a lot of places. Personally, I'm willing to relax, put the Free dice elsewhere, and concentrate on vein mining, as my plan draft illustrates.

Edit- though putting 2 dice on Improved Hewlett Gardener Process Development (Tech) so that we can also work on rolling out processing increases that we don't have to refit later so that Q3 we can up processing capacity to stay ahead of what we extract
I'd say the time for doing that is "not yet." Right now, we're at 2475/3350 processing capacity. We're in no danger of running out of current capacity, or even getting so close to the cap that we can't refit. It's going to be fine. I think we should just take a few turns of relatively 'chill' seven-die tiberium mining plans, with maybe a little extra here and there, to pad out our income a bit further.

The situation is under control and we don't need to panic, assuming we don't have disastrous income problems from the natural one.

You know. Prior to granger taking over, GDI did maintain a stockpile of R/funding in reserve.

Building up a major stockpile of let's say 500 Resources represents the treasury having a lot of flex to respond to emergency's.
This is true, though it should be noted that the last time we used up such a stockpile, it was because of the immediate aftermath of Tib War III.

Personally, I would like to think about building up such an emergency reserve, but gradually- I don't see it as a crash priority unless we have a very good reason to expect an immediate, civilization-devastating disaster that we cannot avert and must instead "brace for."

Not true, as we just did the recruitment action, which can give us more dice.
And 20 of the dice used in this turn were spent on projects costing 10R/die or less. Those projects are not plentiful. We could easily spend 400R more per turn.
Check my draft plan. Average Resource expenditure per die is about 18 R/die, and I've got a huge amount of wiggle room; I came in well under the budget I was using, which was itself deliberately 75 R below the budget we have a reasonable hope of getting.

I'm not saying we should just stop building more tiberium mines at all, or anything stupid like that. But we've bought ourselves the freedom to relax, take a breath, and work at a more moderate pace from now on, while putting Free dice in other areas (such as Orbital) where it is nearly certain we'll need them.

The situation is under control and we don't need more terms of frantically shoveling 200 RpT or more of extra funds into the budget by throwing all our Free dice at tiberium projects at once.

Not what I am hearing. I want the shuttles but am getting told they are too expensive. So pull another one.

Pull another one. You just got done saying last page we need more money so we can afford to pay for the shuttles.
...That's not what I said, not that I recall. What I recall saying is that shuttles may be a bit "too rich for our blood" if we're talking about, say, a major five-die spending campaign on them.

But seriously, look at my plan draft on Page 1549, here.

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

What if it's a Chauchat derivative that works? Somehow! I'm not sure I want to commit to two Free dice every turn between now and then, but I do support doing it this turn, and I suspect I'll be supportive of doing it every turn in practice. Draft plan! So. Our budget will have increased...

The reason there aren't four shuttle dice is that Urban Metros Phase 4 narratively addresses a problem we've been told about in the text, so I want to do it pretty soon.

So honestly, the whole "pull the other one" thing is making you sound like you're angry and embittered about us telling you a hard "NO SHUTTLES ALLOWED," and I can't even find where I/we said that. Maybe it's the limits of word search because I'm not exhaustively rereading, but still.
 
Hopefully someone good with Tiberium or developing new technologies shows up.
For the record, if we get Tib specialist with just +1 dice and +X bonus, should we pick him?

Personally, unless Tib specialist gives us new tech or massive bonus (as you said), we're probably better off picking in other departments.

We should be capable of achieving Tib Plan goals without too much trouble with what we have, right?
 
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To the people of the Treasury,

It looks like the everything is going great with the new plan. It looks like Isolinear computing is doing great and will hopefully help complete the rest of this plans objectives in record time. We might need stronger computers to calculate the (statistically large amount) of Tiberium that is coming in! As for the general luck this quarter, it is holding high at an average of 51.58.

Side note, would the new recruits/transfers to the Department of Randomness please check their emails? Director Green had a bit of an accident with an old Nod gun he had from his army days. They should have gotten a message explaining that the cleanup will take a few days and that alternate interview locations have been made available.

Shelly Newman, New Assistant to the DR Head Secretary

P.S. It looks like the Orbital Department has gotten everything it wished for this quarter :lol:


Quick question for the questers that read these. Would you like to see a full side-story about the Department of Randomness? I've been doing these snippets for awhile now and would like to do something more.

Yeah I'd read it and I would even like to see it as a side-quest.

Seo, realizing he's about to beat Granger's post first reallocation record:

Seo is a mad scientist, not a mob boss. I mean you can have characters that are both, but Seo isn't a mob boss.

. . . Clearly the first thing we need to do with all this revolutionary next gen computer hardware is to port Factorio onto it and see how long it takes for someone to build a base that will bog the whole system to single digit FPS. :V

I think you'd prolly need to run Space Exploration pretty far to do that M8

We will probably get something like that in one of the GDIOnline posts.

Dude we're already dice-limited in the second quarter of the Plan. We physically can't spend all of what we make now.

We have Lensman budget growth.

We don't get a choice, a lot of our necessary abatement is also something that will bring in more income and we have a 1200 RpT goal to hit this FYP even if we did a quarter of it this turn.

On top of that if we can get up to or even just close to 5000 RpT from Tiberium mining by the end of the plan we can take the 20% or even the 15% options next plan which would be huge for GDI as a whole.

Mathpost with first preliminary plan for next turn incoming next post.
 
Preliminary 2062 Q2 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure has the two Planned City Projects of Chicago and Karachi, though given Karachi can be worked on in Tiberium and it is more efficient there, we will likely focus our efforts there given the relative die bonus

Required Projects:
-Chicago Planned City Phase 5: 52/1100 Progress ~10 dice median (Plus 2 HI dice median)
--Requires 4 Labor
--Provides 12 Consumer Goods
--Provides 10 Capital Goods
--Provides 500 Processing
---Requires ~1-2 dice to be Heavy Industry (Depending on Free Dice allocation)

Semi Required Projects:
-None

Infrastructure Total = 10 dice
75 Infrastructure dice for the rest of the Plan, 65 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston and the Personal Vehicle Plant, along with a few dice to complete Chicago.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/2400 Progress ~28 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

-Personal Electric Vehicle Plants: 112/300 Progress ~2 dice median
--Requires 4 Energy
--Requires 2 Capital Goods
--Requires 2 Labor
--Provides 4 Logistics
--Provides 8 Consumer Goods

-Chicago Planned City: ~2 dice median required to activate the Infrastructure dice

Semi Required Projects:
-None

Heavy Industry Total = 32 dice
60 Heavy Industry dice for the rest of the Plan, 28 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry requires the completion of Reykjavik.

Required Projects:
-Reykjavik Myomer Macrospinner Phase 5: 50/1280 Progress ~16 dice median
--Provides 4 Energy
--Provides 8 Capital Goods

Light and Chemical Industry Total = 16 dice
60 Light and Chemical Industry dice for the rest of the Plan, 44 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the completion of Two Phases of Dairy Ranches, the Reforestation Projects, and the production of 38 Agriculture Consumer Goods. Currently we have 13 (Potentially 11, depending on how they are counted) Agriculture Consumer Goods being produced by Perennials, and therefore need 25 additional Consumer Goods from Agriculture. Additionally due to Refugees we are seeing an increase in Food consumption (current rate 3 Food per turn = 45 Food needed over Plan).

Required Projects:
-Dairy Ranches Phase 1-2: 0/400 Progress ~5 dice median
--Requires 6 Food
--Requires 2 Labor
--Provides 12 Consumer Goods

-Reforestation Preparation Phase 1-2: Unknown.

Semi Required Projects:
-Dairy Ranches Phase 3: 0/200 Progress ~3 dice median
--Requires 3 Food
--Requires 1 Labor
--Provides 6 Consumer Goods

-Agricultural Mechanization Phase 2: 26/250 Progress ~3 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Provides 12 Food

-Vertical Farming Projects Stage 3: 74/240 Progress ~2 dice median
--Requires 2 Energy
--Produces 4 Food
--Produces 4 Consumer Goods

-Wadmalaw Kudzu Phase 3: 315/450 Progress ~2 dice median
--Produces 8 Consumer Goods

-Blue Zone Aquaponics Bays Phase 5: 180/140 Progress ~2 dice median
--Requires 1 Logistics
--Requires 1 Labor
--Produces 6 Food

Agricultural Total = 17 dice
60 Agricultural Dice for the rest of the Plan, 43 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, along with three BZ Inhibitors, an additional 28 RZ Mitigation, 875 Income and 920 Processing. Also the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs.

Required Projects:
-Karachi Planned City Phase 1-5: 0/2015 Progress ~23 dice median
--Requires 12 Labor
--Provides 20 Logistics

-Tiberium Inhibitor Deployment BZ x3: 0/100 Progress ~1 Die median x3
--Requires 9 Energy
--Provides 6 YZ Mitigation

-Red Zone Border Offensives Phase 4-5: 93/500 Progress ~5 dice median
--Provides 4 Energy
--Provides 6 RZ Mitigation
--Provides ~50 RpT

-Improved Hewlett Gardener Process Development: 0/160 Progress, ~2 dice median

-Improved Hewlett Gardener Process Refits: ??? Estimate 5 dice based on previous set of Refits.

-Tiberium Processing Plants Stage 3: 38/200 Progress, ~2 dice median
--Requires 4 Energy
--Requires 3 Logistics
--Provides 600 Processing

Semi Required Projects:
-Tiberium Vien Mines Phase 2-19: 5/3510 Progress ~40 dice median
--Requires 18 Capital Goods
--Provides ~585 RpT
--Provides 18 YZ Mitigation

-Deep Red Zone Glacier Mining Phase 4-5: 0/500 Progress ~5 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/675 Progress ~7 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

-Red Zone Harvesting Stage 12: 29/150 Progress ~1 die median
--Provides 1 Energy
--Provides 1 RZ Mitigation
--Provides ~17.5 RpT

-Tiberium Inhibitor Deployment RZ x1: 0/120 Progress ~1 die median
--Provides 2 RZ Mitigation

Tiberium Total = 94 dice
105 Tiberium Dice for the rest of the Plan, 11 dice available, no free dice required.
Orbital Projects
Orbital currently requires development and deployment of the Conestoga.

Required Projects:
-Conestoga Class Development: 0/60 Progress ~1 die median

-GDSS Enterprise Bays Gravitic Shipyard Bay: 0/450 Progress ~5 dice median
--Assuming this counts as deploying the Conestoga

Semi Required Projects:
-GDSS Columbia: 0/2145 Progress ~24 dice median
--Provides 3750 Space Population

-GDSS Shala: 0/2145 Progress ~24 dice median
--Provides 1000 Space Population
--Provides 15 Food
--Provides 7 Consumer Goods

-Space Population Commitment of 20000
--15250 Space Population Commitment Remains post Shala and Columbia.
--Based on Columbia's efficiency of 572 progress needed per 1000 Space Pop yields a highly conservative estimate of 8723 progress required. This implies 99 Dice needed for the remainder of the Space Population Commitment. This is likely a very high estimate of what is needed, I expect this to come down by about 30 to 40 dice.

Orbital Total = 153 dice
96 Orbital Dice for the rest of the Plan, 0 available, 63 free dice required.
Services Projects
Services requires the completion of the Services AEVA.

Required Projects:
-Advanced Electronic Video Assistant Deployment (Services): 0/200 Progress ~4 dice median (3 rolled, 1 locked)
--Requires 3 Energy
--Requires 4 Capital Goods

Semi Required Projects:
-None

-Note: For military and tiberium there is the possibility that the AEVA will improve it enough to be worth it. Tiberium should save ~3 dice over the Plan and the one in Military should save about 1-2 (despite having a larger dice count 32 of the dice in military aren't being rolled and are there for the departments).

Services Total = 4 dice
75 Services Dice for the rest of the Plan, 71 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 15 dice Max

-Department of Munitions: 15 dice Max

-Advanced ECCM Development: 0/40 Progress 1 die

-Stealth Disruptor Development: 0/40 Progress 1 die

-Strategic Area Defense Networks Phase 1-4: 0/1400 Progress ~17 dice
--Requires 4 Energy
--Note:The Energy and Progress costs are based on continuing the patters from Phase 1-3.

-Reclamator Hub Red Zone x2: 0/670 Progress ~8 dice
--Provides 2 Energy
--Provides 6 RZ Mitigation
--Provides 50 RpT
-General Military Total = 57 dice

ZOCOM
-Zrbite Sonic Weapons Development: 0/40 Progress 1 die
-ZOCOM Total = 1 dice

Air Force
-Orca Wingmen Drone Deployment Phase 1-2: 0/550 Progress ~7 dice median
--Requires 6 Energy
--Requires 2 Capital Goods
--Requires 2 Labor

-Ultralight Glide Munitions Development: 0/40 Progress 1 die
-Air Force Total = 8 dice

Space Force
-Transorbital Fighter Development: 0/60 Progress ~1 die
-Space Force Total = 1 die

Ground Forces
-Ground Forces Zone Armor x8: 147/1440 Progress ~16 dice
--Requires 16 Energy
--Requires 8 Capital Goods
--Requires 16 Labor
-Ground Forces Total = 16 dice

Navy
-Governor A Development: 0/40 Progress ~1 die median

-Governor A Deployment: 0/400? Progress ~5 dice median
--Requires 6 Energy?
--Requires 4 Capital Goods?
-Navy Total = 6 dice

Steel Talons
-Medium Tactical Plasma Weapon Deployment: 0/80 ~1 die median

-Combat Laser Development: 0/80 Progress 1 die

-Modular Rapid Assembly System Prototypes: 51/125 Progress ~1 dice median

-Buckler Shield Development: 0/100 Progress ~1 die median

-Unmanned Support Ground Vehicle: 0/80 Progress ~1 die median

-At least 15 Steel Talon dice
-Steel Talons Total = 15 die

Military Total = 100 dice
120 Military dice for the rest of the Plan, 20 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 43 current, 4 in reserve
--8 Required by North Boston Chip Fabricator
--4 Required by Personal Electric Vehicle Plants
--1 Required by Agriculture Mechanization
--2 Required by Vertical Farms
--6 Required by BZ Inhibitors
--4 Required by Processing Plants
--3 Required by AEVA (Services)
--4 Required by SADN
--6 Required by Orca Wingmen Drone Deployment
--16 Required by GFZA
--6? Required by Governor A Deployment
--4 Provided by Reykjavik
--4 Provided by Border Offensives
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ Harvesting
--2 Provided by RZ MARVs
--Net: 1 Energy

-Logistics:‌ 14
--1 Required by BZ Aquaponics
--3 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--4 Provided by Personal Electric Vehicle Plants
--20 Provided by Karachi Planned City
--Net: 28 Logistics

-Food:‌ 14
--45 Required by Refugees
--6 Required by Dairy Ranches
--15 Provided by GDSS Shala
--12 Provided by Agricultural Mechanization
--6 Provided by BZ Aquaponics
--4 Provided by Vertical Farms
--4 Provided by Perennials
--Net: 1 Food

-Capital Goods: 21
--20 Required by Civilian Market
--2 Required by Personal Electric Vehicle Plants
--1 Required by Agriculture Mechanization
--18 Required by Vein Mines
--4 Required by AEVA (Services)
--2 Required by Orca Wingmen Drone Deployment
--8 Required by GFZA
--4? Required by Governor A Deployment
--30 Provided by DIA
--10 Provided by Chicago Planned City
--32 Provided by North Boston Chip Fabricator
--8 Provided by Rekjavik
--Net: 42 Capital Goods

-Consumer Goods: 101 current, Must produce 107
--45 Provided by BoA and CID
--13 Provided by Perenials
--12 Provided by Chicago Planned City
--16 Provided by North Boston Chip Fabricator
--8 Provided by Personal Electric Vehicle Plants
--18 Provided by Dairy Ranches
--8 Provided Wadmalaw Kudzu
--4 Provided by Vertical Farms
--7 Provided by GDSS Shala
--Total Produced: 131
--Net: 232

-Agricultural Consumer Goods: Must produce 38
--13 Provided by Perenials
--18 Provided by Dairy Ranches
--8 Wadmalaw Kudzu
--4 Provided by Vertical Farms
--Total Produced: 43
--Note: If Shala Counts as a source of Agricultural Consumer Goods and/or Perennials are not counted or are less then expected this may change.

-Labor: 45, +4 per turn
--60 Provided by Growth
--4 Required by Chicago Planned City
--2 Required by North Boston Chip Fabricator
--2 Required by Personal Electric Vehicle Plants
--3 Required by Dairy Ranches
--1 Requires by BZ Aquaponics
--12 Required by Karachi Planned City
--2 Required by Orca Wingmen Drone Deployment
--16 Required by GFZA
--Net: 63
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~46 Labor.

-Tiberium Processing: Must produce 920
--500 Provided by Chicago
--600 Provided by Tiberium Processing Plants
--Total Produced: 1100

-Income RpT: Must produce 875
--50 Provided by Border Offensives
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--585 Provided by Vein Mines
--17.5 Provided by RZ Harvesting
--50 Provided by RZ MARVs
--Total Produced: 897.5

-RZ Mitigation: Must produce 28
--6 Provided by Border Offensives
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--2 Provided by RZ Inhibitors
--1 Provided by RZ Harvesting
--6 Provided by RZ MARVs
--Total Produced 28

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 75 Total, 10 Required, 65 Available
Heavy Industry: 60 Total, 32 Required, 28 Available
Light and Chemical Industry: 60 Total, 16 Required, 44 Available
Agriculture: 60 Total, 17 Required, 43 Available
Tiberium: 105 Total, 94 Required, 11 Available
Orbital: 90 Total, 153 Required, 0 Available, 63 Free Dice Required
Services: 75 Total, 4 Required, 71 Available
Military: 120 Total, 100 Required, 20 Available
Free: 105 Total, 63 Required, 42 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Any questions/comments are welcome

Bottom Line Up Front: The most stressed section remains Orbital by far, however the quick completion of the Station Bay, the Leopard II factory and the Orbtial AEVA have reduce the conservative estimate for the remaining Space Population by 4 dice. This remains something to watch closely and will likely need ~4-5 Free Dice a turn to complete it. Both Tiberium and Military are under less stress when compared to the start of the turn. Tiberium in particular no longer appears to require Free dice investment. However, they remain the sections under the most stress after Orbital. Heavy Industry remains where it was, with roughly half of its department's dice required. Infrastructure, LCI, Agriculture and Services are not as stressed. It is possible that Infrastructure will be more stressed then it appears given the Refugee situation and the housing needed for them. The same can be said for Agriculture as we still do not have the project details for Reforestation Preparation.
 
HI technically doesn't need more dice, but Might be a good idea anyway, because who knows how much Energy we'll need on new projects.
If that's not a factor, then we can use it to push Nuuk, after we finish Plan goals.
 
The NOD commender sat down in his chair, a sigh of relief from reading the reports of the spies. With GDI once again squandring it's wealth to give to lesser departments so it's military couldn't keep growing, NOD would have a chance of catching up again.

In that second amother report popped up, as he clicked it, his eyebrow raising. "The treasury is almost back at the pre-rellocation income" which the commander could only say
"What the fuck"
 
Ah. I probably wasn't around for that vote, since she doesn't seem familiar. Well. I'll just happily wait for the new recruiting options. Hopefully someone good with Tiberium or developing new technologies shows up.
We're probably close to maxed out on developing tech; what we really need (to reiterate) are boosts in Heavy Industry, Orbital, and to a lesser extent Tiberium and Military. The main reason I say 'Military' is because three of our eight Military dice (potentially three of our six if we create the spinoff departments) rely on specific individuals that Nod can assassinate. There's nothing really stopping them from killing General Jackson if they get a little luckier, and then suddenly BAM, we're down to six dice per turn for the Plan. Or four, if we've already taken the departments.

It's actually one of our biggest vulnerabilities.

For the record, if we get Tib specialist with just +1 dice and +X bonus, should we pick him?

Personally, unless Tib specialist gives us new tech or massive bonus (as you said), we're probably better off picking in other departments.
People who give us +1 dice are actually among the better options available for recruitment picks, so if we get an option with +1 Tib dice attached I would at least very seriously consider him. But I'd take +1 Orbital or Heavy Industry dice first, and I might consider a flat bonus to Orbital as worth more than +1 Tiberium dice.

We should be capable of achieving Plan goals without too much trouble with what we have, right?
Well, Orbital's tricky because we can't actually math out how much stuff and capacity we need to hit the Plan target, because about 75% of the progress we'll be getting towards our goal comes from stuff that doesn't exist yet and won't be available until we've made a lot of progress (possibly full completion) on Columbia.

Aside from that I think we can pull it off, mind you.

Bottom Line Up Front: The most stressed section remains Orbital by far, however the quick completion of the Station Bay, the Leopard II factory and the Orbtial AEVA have reduce the conservative estimate for the remaining Space Population by 4 dice. This remains something to watch closely and will likely need ~4-5 Free Dice a turn to complete it.
Caveat:

That's because your conservative estimate is so conservative that it assumes the dice investment required to add +1000 Space Population will remain constant. Which is a really freaking conservative estimate, seeing as how if that's true, it means the "Orbital Evacuation" victory path was basically always an illusion. The whole point there was that after you build the first prototype space habitat town/stations, it becomes feasible to do more habitat space per die of invested population. Because building something you have a well understood working model for is easier than building the initial prototype.

With that said, as my draft plan illustrates, yes, I want to put serious Free dice into space.

Both Tiberium and Military are under less stress when compared to the start of the turn. Tiberium in particular no longer appears to require Free dice investment.
Well, I'm pretty sure you originally predicted us needing seven or fewer Free dice, and we spent seven Free dice, so go figure. ;) Also, your Tiberium estimate assumes we'll do almost all our Karachi spending with Tiberium dice. We should bear in mind that (1) the dice bonuses aren't that far apart in the two fields, (2) we'll be rushing to spend as many dice as possible, incentivizing us to activate both, and (3) there are a lot more quasi-mandatory projects in Tiberium than in Infrastructure. It is therefore likely that the dice burden of Karachi will be roughly evenly split between the two categories, in my opinion.

As for your Military estimates, the thing is, you designed them around the assumption that we'd immediately lose -2 dice to the Bureaus on the very first turn of the Plan. As long as your methodology remains consistent, we effectively reduce the required Military dice to complete our Plan goals by +2/turn every turn by just sitting there and not creating those bureaus. That is over and above any work we have those two dice doing towards our Plan goals.

I'm not saying your methodology is bad, but it has certain implications and will tend to overstate things in certain ways. Which can even be an advantage.

Heavy Industry remains where it was, with roughly half of its department's dice required... It is possible that Infrastructure will be more stressed then it appears given the Refugee situation and the housing needed for them.
I'm pretty sure we can keep ahead of Housing fairly easily as long as we're not trying to commit to "all population in HQ Housing by end of Plan," which we didn't promise anyone anyway.

Worst case, we can build Lesser Arcologies.

As for Heavy Industry, bear in mind that your estimates leave out Advanced Alloys (which we may want because it takes strain off other projects and makes them easier to complete). And Nuuk Phase 4, which we may want because otherwise we're actually stretched for Capital Goods in the overall Plan. Sure, if we do nothing other than required projects we wind up at +42 by plan's end, but there's no realistic way that's all we'll do.
 
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Orbital Total = 153 dice
96 Orbital Dice for the rest of the Plan, 0 available, 63 free dice required.
Oh boy. That's intimidating.

Thank God the other departments aren't as stressed.

We definitely need to focus on the mega projects where we can. We need the big infusions of stuff plus then we can have the freedom to pursue other things with the not required dice.
 
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Well, I'm pretty sure you originally predicted us needing seven or fewer Free dice, and we spent seven Free dice, so go figure. ;) Also, your Tiberium estimate assumes we'll do almost all our Karachi spending with Tiberium dice. We should bear in mind that (1) the dice bonuses aren't that far apart in the two fields, (2) we'll be rushing to spend as many dice as possible, incentivizing us to activate both, and (3) there are a lot more quasi-mandatory projects in Tiberium than in Infrastructure. It is therefore likely that the dice burden of Karachi will be roughly evenly split between the two categories, in my opinion.

As for your Military estimates, the thing is, you designed them around the assumption that we'd immediately lose -2 dice to the Bureaus on the very first turn of the Plan. As long as your methodology remains consistent, we effectively reduce the required Military dice to complete our Plan goals by +2/turn every turn by just sitting there and not creating those bureaus. That is over and above any work we have those two dice doing towards our Plan goals.

I'm not saying your methodology is bad, but it has certain implications and will tend to overstate things in certain ways. Which can even be an advantage.

...

Sure, if we do nothing other than required projects we wind up at +42 by plan's end, but there's no realistic way that's all we'll do.

You are correct with the description of my methodology. The reasoning behind it is to give a conservative, extremely so in some cases, estimate of what we need. Whole point is to figure out what we need to focus on in the worst case. It is true that if we delay the Munitions and Refit Departments that will naturally save us dice. Once we have better values on what is needed to achieve the Plan Goals I will update the analysis. For example, with Tiberium this turn, because we rolled high on our income, we now need only 18 instead of 20 phases of vein mines to achieve our income goals and that is shown in the analysis.

The intent behind these analyses is to say this is, conservatively, based on what hard information we have now, what we need to spend to complete the Plan. This is how much slack we have to do other things that we want.

Edit:
Oh boy. That's intimidating.

Thank God the other departments aren't as stresses.

We definitely need to focus on the mega projects where we can. We need the big infusions of stuff plus then we can have the freedom to pursue other things with the not required dice.

As @Simon_Jester and I note that is a highly conservative estimate based on the prototype station's progress efficiency. Not the mass production version. It is highly likely that the die cost will drop by something like 30-40 dice
 
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I still think we might as well focus on Shala before Columbia. Shala should basically cover our food requirements for space habitat supply for the foreseeable future, so I'd like to get that done first just so we don't have to slow our roll to do it later. At least let's get Shala and Columbia to Phase 3 each (to use Columbia to work the kinks out of space habitats and leave that to cook) then whack out the rest of Shala to make sure we can get up the self-sufficiency infrastructure, then we can make the mad dash for maximum space habitation.
 
The intent behind these analyses is to say this is, conservatively, based on what hard information we have now, we need to spend to complete the Plan. This is how much slack we have to do other things that we want.
I just want to make it clear that I respect this approach and find it very reasonable.

My main goal is to detail exactly how and why your estimates are conservative, so that readers can understand why your estimates are valuable, but also why those same estimates are not necessarily cause for as much concern as they might seem. This can also be a useful way for us to foresee and explore possible paths for avoiding bottlenecks your estimates identify, such as "use a lot of Infrastructure dice on Karachi to take strain off the Tiberium category."

I still think we might as well focus on Shala before Columbia. Shala should basically cover our food requirements for space habitat supply for the foreseeable future, so I'd like to get that done first just so we don't have to slow our roll to do it later. At least let's get Shala and Columbia to Phase 3 each (to use Columbia to work the kinks out of space habitats and leave that to cook) then whack out the rest of Shala to make sure we can get up the self-sufficiency infrastructure, then we can make the mad dash for maximum space habitation.
My own plan draft throws a bunch of Free dice at Orbital, probably completes Columbia up through Phase 3, and probably completes Shala up through Phase 2 in the same turn. I'd probably want to keep up at least a trickle of steady work on both stations at once.

Personally, I'm hoping to complete Columbia first, simply because it would really, REALLY help if we knew what the post-Columbia second generation habitat option(s) look like. If we had that information, it would tell us much more clearly and precisely how much work we need to do to hit our target, so I don't want to sit around cooling my heels leaving Columbia unfinished for longer than necessary.

At the same time, I want at least a few phases of Shala complete before I start seriously trying to push through Columbia Phase 5.
 
Infrastructure (5 dice +36 bonus) 95R
-[] Suborbital Shuttle Service (Phase 2)(Progress 22/250: 25 resources per die) (+5 Logistics) 2D
-[] Urban Metros (Phase 4)(Progress 0/150: 15 resources per die) (+3 Logistics, -2 Energy) 1D
-[] Lesser Blue Zone Arcologies (Phase 1) (New)(Progress 0/170: 15 resources per die) (+4 Housing, +1 Energy Reserve, +1 Food Reserve) 2D

Heavy Industry (4 dice +33 bonus) 60R
-[] Improved Continuous Cycle Fusion Development (Tech)(Progress 0/120: 20 resources per die) 1D
-[] Low Velocity Particle Applicator Development (Tech)(Progress 0/120: 20 resources per die) 1D
-[] 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

Light and Chemical Industry (4 dice +28 bonus) 90R
-[] Civilian Ultralight Factories (Progress 0/190: 15 resources per die) (+8 consumer goods) (-1 Energy) 2D
-[] Bergen Superconductor Foundry (Phase 4) (Updated)(Progress 65/760: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support) 2D

Agriculture (4 dice +28 bonus) 35R
-[] Agriculture Mechanization Projects (Phase 2)(Progress 26/250: 15 resources per die) (+12 Food, -1 Energy, -1 Capital Goods) 1D
-[] Wadmalaw Kudzu Plantations (Phase 3)(Progress 315/450: 10 resources per die) (+8 Consumer Goods) (+1 to all dice) 2D
-[] Security Reviews - Agri 1D+2BD

Tiberium (7 dice, 7FD +38 bonus) 300R
-[] Tiberium Vein Mines (Stage 2)(Progress 5/195: 20 resources per die) (Additional Income Trickle [20-35]) (+1 Yellow Zone Abatement) (-1 Capital Goods) 7D+3FD
-[] Tiberium Inhibitor Deployment
--[] Blue Zone 1 (Progress 0/100: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 2FD
-[] Improved Hewlett Gardener Process Development (Tech)(Progress 0/160: 20 resources per die) 2FD

Orbital (6 dice +33 bonus) 100R
-[] Orbital Cleanup (Stage 11+12)(Progress 32/170: 10 resources per die) (10-15 resources X 2) (Unlocks Orbital Power Stations) (+5 Political Support) (20 progress discount on earth orbit satellites) 2D
-[] Lunar Heavy Metals Mines (Phase 4)(Progress 25/345: 20 resources per die) (+20 Resources per turn) 4D

Services (5 dice +31 bonus) 95R
-[] Gene Clinics (New)(Progress 94/120: 10 resources per die) (-1 Labor) 1D
-[] Regional Hospital Expansions (Phase 1)(Progress 213/300: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) 1D
-[] Kamisuwa Optical Laboratories (New)(Progress 0/250: 20 resources per die) (-2 Labor, -2 Energy) 3D

Military (8 dice +30 bonus) 130R
-[] Modular Rapid Assembly System Prototypes (Tech) (High Priority)(Progress 0/125: 20 resources per die) 1D
-[] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority) (Progress 0/180: 20 resources per die) 4D
-[] Guardian Mark 2 Development (Platform)(Progress 0/40: 10 resources per die) 1D
-[] Mammoth Block Four Development (Platform)(Progress 0/40: 10 resources per die) 1D
-[] Railgun Munitions Factories (Phase 1)(Progress 142/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority) 1D

Bureaucracy (4 dice +28 bonus)
-[] Predictive Modeling Management (-10 Capital Goods) (Changes dice to 2d50) 2D
-[] Security Reviews - Agri 2D

95 + 60 + 90 + 35 + 300 + 100 + 95 + 130
885/1000

Work in Progress... by a lot
 
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I personally want to see if the Improved Hewlett Gardener Process would improve the STU production ratio since some of our more advanced projects are expected to use STUs but we are currently very limited in how much we can produce. Since completing the development does not require us to deploy it immediately, and eventually deploying it is a plan goal, I do not see a significant down side in completing the development tech early.
 
Infrastructure (5 dice +36 bonus) 100R
-[] Chicago Planned City (Phase 4)(Progress 52/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods) 5D

Heavy Industry (4 dice +33 bonus) 80R
-[] Chicago Planned City (Phase 4)(Progress 52/1100: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods) 4D
While we're fortunate that Chicago Phase 5 appears to have zero listed -Logistics costs, unlike Phase 4... I still don't think this is the best investment. The things it gives us, we don't urgently need right this minute, whereas it would be very helpful to spend this turn working on other things in these categories. Like more Logistics projects, or a design for our improved fusion reactor, or finishing the half-completed electric car factories we started this turn.

There's not a lot of immediate incentive for us to do this kind of surge project on Chicago.

Tiberium (7 dice, 7FD +38 bonus) 370R
-[] Red Zone Border Offensives (Stage 4)(Progress 93/250: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy) 7D
-[] Deep Red Zone Tiberium Glacier Mining (Stage 4) (New)(Progress 28/250: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation) (1 Stage available) 6FD
-[] Intensification of Green Zone Harvesting (Stage 7)(Progress 94/100: 15 resources per die) (small additional income trickle [5-15 Resources]) (1 point of Yellow Zone Mitigation) (2 Stages available) 1FD
It may not be a good idea to plan on pursuing another turn of extremely intense Red Zone mining right after the first one. We don't know what consequences we'll get from the natural one we rolled on Super Glacier Mining. We're probably better off switching to vein mining for Q2.

In your case, even more so than for a plan like mine, because you're planning to surge us towards getting a big +12 Capital Goods project in the near future.

Orbital (6 dice +33 bonus) 120R
-[] GDSS Shala (Phase 1+2+3)(Progress 0/580: 20 resources per die) (.2k permanent residents) (+2 Food, +1 Consumer Goods) (10 Political Support) (+1 available Bay) 6D

...

Military (8 dice +30 bonus) 100R
-[] Modular Rapid Assembly System Prototypes (Tech) (High Priority)(Progress 0/125: 20 resources per die) 1D
-[] Medium Tactical Plasma Weapon Deployment(Progress 0/80: 30 resources per die) 1D
-[] Low Orbit Support Satellite Constellations(Progress 0/200: 10 resources per die) (Satellite) 2D
-[] Ground Forces Zone Armor (Set 1) (Phase 3) (Updated) (Very High Priority) 1D
-[] Railgun Munitions Factories (Phase 1)(Progress 142/200: 10 resources per die) (-1 Labor, -1 Energy) (Very High Priority) 1D
I don't think it's a good move to focus on the plasma cannons instead of power armor factories, and I think the LOSS constellation should probably just wait a few turns until we get Orbital Cleanup done. On which note, yeah, I'd put one Orbital die towards that. Shala's nice and all, but it's not the only thing in the world.

Remember, our Q4 power armor factory had delays starting production, and we didn't complete one at all in Q1. Putting only a single die on that program in Q2 means we're really starting to fall behind any reasonable schedule.
 
Budget: 920/1050 R

[] Draft Plan: Islands In The Void
-[] Infrastructure (5/5 Dice, 110 R)
--[] Blue Zone Apartments (Phase 10) 87/160 (1 die, 10 R) (79% chance)
--[] Suborbital Shuttle Service (Phase 2) 22/250 (4 dice, 100 R) (Phase 2, 18% chance Phase 3)
-[] Heavy Industry (4/4 Dice, 60 R)
--[] Personal Electric Vehicle Plants 112/300 (2 dice, 20 R) (45% chance)
--[] Low Velocity Particle Applicator Development 0/120 (1 die, 20 R) (34% chance)
--[] Improved Continuous Cycle Fusion Development 0/120 (1 die, 20 R) (34% chance)
-[] Light Industry (4/4 Dice, 80 R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 50/1280 (4 dice, 80 R) (4/16 median)
-[] Agriculture (4/4 Dice, 35 R)
--[] Agriculture Mechanization Projects (Phase 2) 26/250 (1 die, 15 R) (1/3 median)
--[] Wadmalaw Kudzu Plantations (Phase 3) 315/450 (2 dice, 20 R) (80% chance)
--[] Agriculture Security Review (1 die)
-[] Tiberium (7 Dice, 140 R)
--[] Tiberium Vein Mines (Stage 2-4) 5/750? (7 dice, 140 R) (Stage 2, Stage 3, 81% Stage 4, 7.6% Stage 5)
-[] Orbital (6 + 7 Free Dice + E, 260 R)
--[] Orbital Cleanup (Stage 11-12) 32/170 (1 die + E, 20 R) (99% Stage 11, 61% Stage 12)
--[] GDSS Shala (Phase 1-3) 0/455 (6 dice, 120 R) (Phase 1, Phase 2, 90% chance Phase 3)
--[] GDSS Columbia (Phase 1-3) 0/455 (6 dice, 120 R) (Phase 1, Phase 2, 90% chance Phase 3)
-[] Services (5/5 Dice, 105 R)
--[] Gene Clinics 94/120 (1 die, 10 R) (100% chance)
--[] Regional Hospital Expansions (Phase 1) 213/300 (1 die, 25 R) (56% chance)
--[] Kamisuwa Optical Laboratories 0/250 (1 die, 20 R) (1/3 median)
--[] Ocular Implant Deployment 0/200 (2 dice, 50 R) (31% chance)
-[] Military (8/8 Dice, 130 R)
--[] Railgun Munitions Factories (Phase 1) 142/200 (1 die, 10 R) (88% chance)
--[] Ground Forces Zone Armor (Set 1) (Phase 3-4) 147/360 (2 dice, 40 R) (Phase 3, 20% chance Phase 4)
--[] Shark Class Frigate Shipyards (Seattle) 0/300 (3 Dice, 60 R) (20% chance)
--[] Modular Rapid Assembly System Prototypes 0/125 (1 die, 20 R) (77% chance)
--[] Military Security Review (1 die)
-[] Bureaucracy (4/4 Dice)
--[] Focus Reallocation: Services to Heavy Industry (1 die)
--[] Agriculture Security Review (1 die)
--[] Military Security Review (1 die)
--[] 1 die Floating. Might put it on a security review, might go for something else like legal.

Main idea behind this plan is to rush out the first three phases of both Columbia and Shala to get access to their Bays and see what is on the table, also to clear out the orbits, finally. AKA: SPAAAAAAAACE!!!!!
 
--[] Tiberium Inhibitor Deployment (YZ-11 Colombia) 0/130 (1 die, 30 R) (24% chance)
Are you husbanding Energy for something? Because we need to finish 3 BZ Inhibitors for the plan goals. Or is YZ-11 so bad for underground Tyberium?
My own plan draft throws a bunch of Free dice at Orbital, probably completes Columbia up through Phase 3, and probably completes Shala up through Phase 2 in the same turn. I'd probably want to keep up at least a trickle of steady work on both stations at once.

Personally, I'm hoping to complete Columbia first, simply because it would really, REALLY help if we knew what the post-Columbia second generation habitat option(s) look like. If we had that information, it would tell us much more clearly and precisely how much work we need to do to hit our target, so I don't want to sit around cooling my heels leaving Columbia unfinished for longer than necessary.
We might need to get the Columbia bays done first before the next station will be open. The dedicated shipyard space station is gated behind the shipyard bays if I'm not wrong.
With the bays we will most likely decide how the next station will be designed and how much it will cost progress wise.
 
We might need to get the Columbia bays done first before the next station will be open. The dedicated shipyard space station is gated behind the shipyard bays if I'm not wrong.
I think that that might be wrong. Because of our choices, Enterprise will be the Shipyard station. We won't need to build an additional station for shipyards.
 
I think that that might be wrong. Because of our choices, Enterprise will be the Shipyard station. We won't need to build an additional station for shipyards.
I meant that because we decided to focus on Shipyards we will get a Shipyard station earlier. Basically gaining experience from small scale construction projects in the Enterprise Bays will open a larger purpose designed shipyard for our space navy. The Enterprise Bays will most likely be able to produce a limited number of ships at a time. Due to limited construction slip size. What most of the bay will be dedicated will be development labs and factories for specialized parts that would be better made in orbit instead of shipped from Earth.
Enterprise won't be a dedicated shipyard station after the bays complete. It will be something like an emergency measure to just get some ships out.

As to the Columbia bays. We will decide using those bays how space habitation will be handled at least in the near future. Basically if those will be commie blocks to apartments in space. So the next station will be built using the experience from the bays.
 
Budget: 920/1050 R

[] Draft Plan: Islands In The Void
-[] Infrastructure (5/5 Dice, 110 R)
--[] Blue Zone Apartments (Phase 10) 87/160 (1 die, 10 R) (79% chance)
--[] Suborbital Shuttle Service (Phase 2) 22/250 (4 dice, 100 R) (Phase 2, 18% chance Phase 3)
Hm. I favor Metros Phase 4 alongside shuttles for narrative reasons, but I can get behind this I guess.

...

-[] Heavy Industry (4/4 Dice, 60 R)
--[] Personal Electric Vehicle Plants 112/300 (2 dice, 20 R) (45% chance)
--[] Low Velocity Particle Applicator Development 0/120 (1 die, 20 R) (34% chance)
--[] Improved Continuous Cycle Fusion Development 0/120 (1 die, 20 R) (34% chance)
Note that the reason I had Erewhon on this and not elsewhere was because (1) it seems likely that Erewhon can contribute significantly to modeling and design of a fusion reactor, and (2) because I actually kind of want that project done literally this turn, so that we could, for instance, build a tranche of reactors to the new specifications in Q3 and Q4 at a reasonable pace. If I were going to take Erewhon off the project, I'd cancel LVPAD to focus more dice on the fusion project.

...

-[] Orbital (6 + 7 Free Dice + E, 260 R)
--[] Orbital Cleanup (Stage 11-12) 32/170 (1 die + E, 20 R) (99% Stage 11, 61% Stage 12)
--[] GDSS Shala (Phase 1-3) 0/455 (6 dice, 120 R) (Phase 1, Phase 2, 90% chance Phase 3)
--[] GDSS Columbia (Phase 1-3) 0/455 (6 dice, 120 R) (Phase 1, Phase 2, 90% chance Phase 3)
Certainly, I'd put Erewhon on the fusion plants over the orbital cleanup project, since the latter simply has no true urgency in my assessment.

I can respect what you're doing with the Free dice. Me, I'm trying to make up for disappointing results on the Ground Force power armor factories by pushing ahead and hopefully getting two factories in one turn, while also hitting other goals I consider important, and also having a Free die to spare for the YZ-11 inhibitor now that we've concluded that's actually a key one to use in Operation No Tiberium Touching Lava.

...

-[] Bureaucracy (4/4 Dice)
--[] Focus Reallocation: Services to Heavy Industry (1 die)
--[] Agriculture Security Review (1 die)
--[] Military Security Review (1 die)
--[] 1 die Floating. Might put it on a security review, might go for something else like legal.
I definitely wanted to put two dice on the military review, because that's a category where I want the absolute minimum chance of any kind of fuckup now that we've finally gotten around to doing it.

Are you husbanding Energy for something? Because we need to finish 3 BZ Inhibitors for the plan goals. Or is YZ-11 so bad for underground Tyberium?
YZ-11 in particular is one of several Zones around the world that happens to sit on the Pacific Rim, in an area known for relatively high levels of vulcanism and, if I recall correctly, a subduction zone under the ocean nearby.

All things considered, yes, it is particularly bad as a potential place for underground tiberium to live. Not necessarily the worst thing in the world, but very much On The List of zones I want an inhibitor in. And yes, most of the other available contenders (such as BZ-6, the Japanese Blue Zone, or Iceland) are not being taken this turn because I'm conserving Energy until such time as we know we can get second-generation fusion power to top off our supplies.

We might need to get the Columbia bays done first before the next station will be open. The dedicated shipyard space station is gated behind the shipyard bays if I'm not wrong.
With the bays we will most likely decide how the next station will be designed and how much it will cost progress wise.
At a bare minimum, we need Columbia up through Phase 3-4 before we can start planning ahead to the next generation habitat options. Exactly what the requirements are remains to be seen, but we know what we need to do in order to be able to even start looking, and Columbia is probably more critical to that process than Shala even if both are important.

I meant that because we decided to focus on Shipyards we will get a Shipyard station earlier. Basically gaining experience from small scale construction projects in the Enterprise Bays will open a larger purpose designed shipyard for our space navy. The Enterprise Bays will most likely be able to produce a limited number of ships at a time. Due to limited construction slip size. What most of the bay will be dedicated will be development labs and factories for specialized parts that would be better made in orbit instead of shipped from Earth.
Enterprise won't be a dedicated shipyard station after the bays complete. It will be something like an emergency measure to just get some ships out.
Well, it'll be a shipyard. It's just that it'll be a small scale bespoke shipyard compared to The State of Shipyards to Come.
 
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