We may need to nix some of those last four due to the need to cram in more people, I'd feel bad about it but maybe. But basically, I want to prototype BOTH of the middle two space housing options. Ultra-dense is nasty and I'm very much hoping to avoid building it, while low density is just too big and poofy given that we're trying to develop something that could plausibly be scaled up to evacuate the Earth.

What do you think? :)


I would replace the tourist bay with one of the two habitable bays, depending on how poorly the plan's goal of living in space would be met.

Seriously, we don't really need this political support or consumer goods, and extra people in space will still come in handy, both simply by increasing the number and by expanding the sample of examples of life in space. And if it is low-density housing, then the propaganda effect will be no less than from tourism.
 
So I'm not saying this needs to be done now or anything but I do think Long Term Systematic Planning Organization would be super useful for us. Additionally I really like the Forgotten Experimentation idea. Like I wouldn't suggest human experimentation but if we have them, and they are willing to have some information scanned/studied, then I think we might as well look into seeing how tiberium interacts with human genetics and such. Lots of potentials there.

There are too many things going on for me to even imagine creating a plan but generally speaking I am going to vote for the one with Occult Investigations because yeah I think that is important. Beyond that I guess its interesting to see where the other actions flow.

Oh, as a question to long term readers - what is the threshold when we start to discuss giving up dice/resources for branch divisions? Cause we are at 59/60 dice and lots of resources and there are options in a number of categories for their own divisions. Some of which could be super useful for us to get the automatic +stats per turn.
 
[ ] 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)
-[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
-[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
-[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
-[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
-[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
-[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

Looks like we can pick up 5 free ps here (Karachi). Not sure what the scale of the Coordinared Abatement is though.
 
Even with literally every habitation option (over 6000~ progress) taken we'd still be left with 1.2k people left on the plan goal after completing both shala and Columbia.

Em....


We now have 2K people in space. Stations will give another 2.7K. The three living bay that we are almost guaranteed to build will give another 3k people. Theoretically, you can build two more bay and get 1.7K. Well, that is 7.7K or 9.4K

HOW did your calculations end up with 18.2K?
 
The best option would be to take the Very High Density and Low Density Bay
We.can examine cramped living vs luxury in space to compare what is better

Also we should take spaceport on Columbia as third since we.will use it as springboard for space development on mining and others
 
Here is my plan.

[] Plan: What is Chicago-Berg Never Dies, But Rises Again Stronger and Harder
-[] Infrastructure (5 dice, +27 bonus, 100R)
--[] Chicago Planned City (Phase 5) 52/995 [5+2 dice, 100R, ~1/2 mean]
-[] Heavy Industry (6 dice, +34 bonus, 120R)
--[] Chicago Planned City (Phase 5) [2 dice added above, 40R]
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 [2 dice, 40R, ~1/2 mean]
--[] Microfusion Cell Development (Tech) 0/60 [1 die, 20R, 95%]
--[] Second Generation Repulsorplate Development 0/60 [1 die, 20R, 95%]
-[] Light and Chemical Industry (5 dice + 5 Free, +24 bonus, 275R)
--[] Bergen Superconductor Foundry (Phase 4) 65/690 [8 dice, 240R, 44%]
--[] Carbon Nanotube Foundry Expansions 219/280 [1 dice, 20R, 79%]
--[] Home Robotics Factories 114/140 [1 die, 15R, 99%]
-[] Agriculture (6 dice, +29 bonus, 100R)
--[] Vertical Farming Projects (Stage 4) 134/230 [2 dice, 30R, 98%]
--[] Dairy Ranches (Phase 1) 155/195 [1 die, 20R, 100%]
--[] Poulticeplant Deployment 0/150 [2 dice, 30R, 79%]
--[] Tarberry Development (Tech) 0/40 [1 die, 20R, 100%]
-[] Tiberium (7 dice + 1 Free, +39 bonus, 180R)
--[] Tiberium Vein Mines (Stage 6+7) 25/350 [4 dice, 80R, 79%]
--[] Red Zone Energy Refits (Phase 1) 0/315 [4 dice, 100R, 84%]
-[] Orbital (7 dice + 1 Free + Erewhon, +34 bonus, 180R)
--[] GDSS Columbia (Phase 5) 146/1065 [4+E dice, 100R, ~1/2 mean]
--[] GDSS Shala (Phase 4) 92/530 [4 dice, 80R, 14%]
-[] Services (4 dice, +32 bonus, 60R)
--[] AEVA Deployment: Services 167/200 [1 die, 20R, 100%]
--[] AEVA Hungers [1 die locked]
--[] Kamisuwa Optical Laboratories 79/240 [2 dice, 40R, 68%]
-[] Military (8 dice, +31 bonus, 140R)
--[] Zrbite Sonic Weapons Deployment (Phase 1) (High Priority) 0/380 [4 dice, 80R, 26%]
--[] Ground Forces Zone Armor (Set 1) (Phase 6) (Very High Priority) 28/165 [2 dice, 40R, 83%]
--[] Unmanned Support Ground Vehicle Development 0/80 [1 die, 20R, 72%]
--[] Security Review
-[] Bureaucracy (4 dice, +29 bonus, 60R)
--[] Security Review: Military [2 dice, 100%]
--[] Interdepartmental Favors
---[] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan [+5 PS]
---[] Health and Welfare: Complete Hospital Expansions by end of plan [+5 PS]
---[] Diplomatic Corps: Do not start Karachi until Q2 2063 [+5 PS]
--[] Transfer Funding to InOps [-60R/turn]

MONEY BUDGET: 100 + 120 + 275 + 100 + 180 + 180 + 60 + 140 + 60 = 1215/1215 R
E BUDGET: 15 (Starting) + 10 (REZR) - 1 (Home Robots) - 2 (Vert. Farms) - 1 (Dairy) - 3 (AEVA) - 2 (Kamisuwa) - 2 (Zrbite) - 2 (GFZA) = 12
C GOODS BUDGET: 15 (Starting) + 2 (DIA) + 4 (Nanotubes) - 1 (Home Robots) - 2 (Vein Mines) - 4 (AEVA) - 1 (GFZA) = 13

Rationale: This plan aims to push Chicago towards completion by the end of Q1 2063. It'll take that long for the treaty to come into effect and enable us to start on Karachi without strife with the Bannerjees anyway. Similarly, I want to polish off the last Zone Armor Factory of Set 1, and push towards getting Zrbite Phase 1 done by end of Q1, just to polish off preparations for the "It's the Great Red Zone Campaign, Charlie Brown!"

The other main priority is pushing towards the completion of Bergen, and other things - Second Gen CCF, Red Zone Refits, Tarberries, and Microfusion Cells - that will help prevent the looming Energy crunch. Sadly, I've accepted the need to put a pause on the Alloy Foundries as a result.
 
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I respect the motive, it's just awkward timing because I'd been specifically hoping to put LOSS into my plan draft for this turn, so that Space Force finally would start getting some projects at this point and clearing out the docket from the other end. Whereas Orbital Nuclear Caches is the kind of thing I'd want to postpone because there's no obvious immediate use for it.

At the moment, I'm mentally processing this as "the Space Force's high command has done some bureaucratic jujitsu and said "look, we're not even going to start launching those recon satellites until you fund our orbital nuclear caches and/or the transorbital fighter project."

And this isn't me saying you've done something wrong or bad, to be clear, I just want to make sure I fully understand the situation so I can write a plan around it.

Infrastructure:
Are you sure it's a good idea to put AA dice on Chicago? We could sure use the dice on security sweeps.

Heavy Industry:
I respect the logic of a pause in the alloy foundry expansions, but I'm questioning the timing on DAE. Right now, for these next couple of turns, it means that we can get (on average, statistically speaking) about +14-ish Energy per turn out of three Heavy Industry dice instead of +10-ish Energy out of two, but in 2063 or 2064 when things have hopefully opened up a bit due to increased superconductor production, having fewer Heavy Industry dice is going to be rather inconvenient.

Agriculture:
I'm not sure Department of Core Crops is a useful priority right now, because we actually have quite a large Food surplus. Also, I would like to work on the dairy ranches, and consider them a higher priority than, for example, tarberries.

Tiberium:
Energy supplies are a problem and I think we need to do Red Zone Ion Power Refits.

Orbital:
I don't think such massive investment in the Columbia bays will give us the positive impact we'd desire on the overall state of the station. The problem isn't that we're "slamming out phases," it's that we're shock-effort investing a ton of dice into a single project and facility.

Though I love that you brought the station bays to my attention! I think for Shala, if we're getting six, we should do one of everything except the Core Crops bay.

As for Columbia, I'm tentatively thinking...

1x High Density Housing
1x Medium Density Housing
1x Hospital Bay
1x Tourism Bay
1x Assembler Bay
1x Spaceport Bay

We may need to nix some of those last four due to the need to cram in more people, I'd feel bad about it but maybe. But basically, I want to prototype BOTH of the middle two space housing options. Ultra-dense is nasty and I'm very much hoping to avoid building it, while low density is just too big and poofy given that we're trying to develop something that could plausibly be scaled up to evacuate the Earth.

What do you think? :)

Military:

I could work with this distribution if LOSS is unavailable, though I might try something different myself. I'd been hoping to put a couple of dice on a Navy thing, for example.

Bureaucracy:

I have misgivings. We don't need this much Political Support that badly, we've got Nod infiltration problems that arguably warrant security sweeps, and spending an AA die on Chicago seems unwise to me when we've got so many Free dice being allocated to non-essential projects.

Coordinated Abatement may turn out to be another big BIG project, and we're already groaning because we promised Litvinov to do all the IHG refits, which turns out to be a 2040-point, 35 R/die megaproject, on top of our existing commitments! I don't think we should commit to it by 2065Q4 for a paltry 5 PS.

And your promise to the Talons... well, um. Let's just say that I don't think Treasury has ever yet failed a promise, so I'm not comfortable with a 23% chance of failing this one because we only allocated a single die to something we promised to complete this very turn. I wouldn't support a plan that had the Talons promise unless it put at two dice on developing the plasma guns, just in case we roll a 2 or something.

The rest of the promises I could get behind and I'm thinking of writing them in maybe.

Infra: Yes. We've been too predictable in our sweeps, which is why I'm saying we take a pause this turn and then do, like, four sweeps next turn if we want. UNLEASH THE NEW AND IMPROVED INOPS!

HI: We can't spend more than 2 dice per turn on 2nd Gen Fusion. That's why I put dice on Bergen. :)

Ag: I think it would be a good idea to have a ticking food production so that we can just build nice-to-haves like Dairy Ranches - which my plan also puts a dice on.

Tiberium: Absolutely - next turn. Along with doing one or two Inhibitors. Just take a turn not making the number go up quite so hard.

Orb: If you think it'd be a better idea to start two bays per station in one turn, I'm totally down. I'm leaning more towards 2 x medium housing, 2x high density, 1 hospital and 1 spaceport, myself.

Mil: I'd love to do a Navy-focused turn. Just currently having to throw a sea of money at better prepping ZOCOM for the Deep Red.

Bureau: We only need to roll a 24 to finish the Plasma deployment, but I could toss a second dice on it (maybe the AA dice).
 
BUREAUCRACY: Here we transfer funding to InOps, administratively assist with Chicago construction, and make literally every promise. Why? Why do that, you ask?
I really think we need to do at least a Services security sweep - even if it's predictable, it's also needed.
As for Columbia, I'm tentatively thinking...

1x High Density Housing
1x Medium Density Housing
1x Hospital Bay
1x Tourism Bay
1x Assembler Bay
1x Spaceport Bay

We may need to nix some of those last four due to the need to cram in more people, I'd feel bad about it but maybe. But basically, I want to prototype BOTH of the middle two space housing options. Ultra-dense is nasty and I'm very much hoping to avoid building it, while low density is just too big and poofy given that we're trying to develop something that could plausibly be scaled up to evacuate the Earth.

What do you think? :)
I'd drop the Assembler bay in favor of more housing - I don't think we need more industry in Columbia, while getting more housing up there is exactly what we need.
So I'm not saying this needs to be done now or anything but I do think Long Term Systematic Planning Organization would be super useful for us. Additionally I really like the Forgotten Experimentation idea. Like I wouldn't suggest human experimentation but if we have them, and they are willing to have some information scanned/studied, then I think we might as well look into seeing how tiberium interacts with human genetics and such. Lots of potentials there.

There are too many things going on for me to even imagine creating a plan but generally speaking I am going to vote for the one with Occult Investigations because yeah I think that is important. Beyond that I guess its interesting to see where the other actions flow.

Oh, as a question to long term readers - what is the threshold when we start to discuss giving up dice/resources for branch divisions? Cause we are at 59/60 dice and lots of resources and there are options in a number of categories for their own divisions. Some of which could be super useful for us to get the automatic +stats per turn.
Each die over the cap gives a cumulative penalty to all dice, so fortunately, we've already started discussing spinning off branch divisions.
Em....


We now have 2K people in space. Stations will give another 2.7K. The three living bay that we are almost guaranteed to build will give another 3k people. Theoretically, you can build two more bay and get 1.7K. Well, that is 7.7K or 9.4K

HOW did your calculations end up with 18.2K?
I imagine it was doing all 6 Columbia bays at Very High Density, and all 6 Shala bays for Habitation Bays.
 
Ag: I think it would be a good idea to have a ticking food production so that we can just build nice-to-haves like Dairy Ranches - which my plan also puts a dice on.
The Department of Core Crops is seriously not worth having. The biggest problem is that it's just not an efficient option. We'd get much more +Food per die from any other +Food project than the Department gives. But then we also have a big +25 Food surplus, soon to grow by +12 more from Shala. And the only two projects that cost -Food are Dairy Ranches and the Stockpiles, and we aren't doing the latter. Moreover, one of our biggest nice-to-haves is building more phases of Vertical Farms since they give meat, eggs, and other Consumer Goods, but Vertical Farms also gives us more generic +Food too.

Unless the Department of Core Crops option improves in the future (which did happen to the Bureau of Arcologies) it's not worth it by any measure, and taking it will cost us a die that we won't be able to spend anymore on cool Agriculture stuff.
 
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The best option would be to take the Very High Density and Low Density Bay
We.can examine cramped living vs luxury in space to compare what is better

Also we should take spaceport on Columbia as third since we.will use it as springboard for space development on mining and others
Spaceport I'd agree with. VHD & LD?

Sounds ripe for fostering extranous classism. I'd rather have a more all-rounder list: Columbia's supposed to be an experimental station, we should be testing all the necessities for living in space all in one.
 
The Department of Core Crops is seriously not worth having. The biggest problem is that it's just not an efficient option. We'd get much more +Food per die from any other +Food project than the Department gives. But then we also have a big +25 Food surplus, soon to grow by +12 more from Shala. And the only two projects that cost -Food are Dairy Ranches and the Stockpiles, and we aren't doing the latter. Moreover, one of our biggest nice-to-haves is building more phases of Vertical Farms since they give meat, eggs, and other Consumer Goods, but Vertical Farms also gives us more generic +Food too.

Unless the Department of Core Crops option improves in the future (which did happen to the Bureau of Arcologies) it's not worth it by any measure, and taking it will cost us a die that we won't be able to spend anymore on cool Agriculture stuff.
See, I've said that and got called a heartless paperclip maximizer.

I'm not super keen on that.
 
See, I've said that and got called a heartless paperclip maximizer.

I'm not super keen on that.
Uh. I'm sorry, but whoever called you that is a big fat doodoo head.

Edit: We're sort of in the business of maximizing our paperclip efficiency here. Whatever people feel about it, working with our "heartless" numbers has always been a huge part of the quest. No one should be insulting you for doing that.
 
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So there was some discussion regarding what bays people were thinking of grabbing for Columbia as Ithillid put out the 'beta' actions for them and...

I think that this is what the general agreement was for what Bays we want to build for Columbia:
-[ ] Very High Density Housing (New)
-[ ] High Density Housing (New)
-[ ] Medium Density Housing (New)
-[ ] Hospital Bay (New)
-[ ] Assembler Bay (New)
-[ ] Spaceport Bay (New)

Now, this isn't a 'final' option by far as there was still a bunch of discussion going on (such as if we want to have Assembler Bay instead of Low Density, if we want to have two of one of the higher Density Bays instead, etc, etc) but the general feel was that something approaching this mix is what we need to take in order to best improve our future Habitation Stations. Note that I said 'general feel', not 'complete agreement' because as you may have noticed if you read some of the comments above (Shadows for example) you'll find that there's already divergences spotted.

Very High Density Housing gives us both more population now which is important and also data on just how bad an idea that density is for housing. Normally this might be a concern, but Coloumbus is basically called out as a station we're probably going to rebuild or replace in a decade so that minimises just how big a problem it can be whilst also helping us shut down everyone yelling 'why don't you build higher density!?!?' for future stations. High Density and Medium Density Housing are both going to probably be our 'main' housing densities for a while in space so we really want data on those.

Hospital Bay meanwhile means that we get experience dealing with medical needs for major populations in space, whilst also ensuring that we lose as few people to the errors we make as possible. Spaceport Bay is going to have massive narrative impact on how the population deals with stuff like living and working in space across multiple stations, and it's also undoubtedly going to have actual mechanical effects either in future stations or by avoiding negatives that develop in the future without it.

This just leaves the 6th 'sorta undecided' slot which I've listed as Assembler Bay here because it seemed like people approved the idea of actually having some jobs and manufacturing space integrated with our habitation stations for various benefits from that, even if the 'heavy industry' and majority of the 'light industry' is going to be on 'industrial segments' of larger stations if not as part of dedicated industrial stations, like Enterprise. The other ideas that were getting some noteworthy traction being as I mentioned, getting Low Density Housing for the data even if it's probably going to be our only set of Low Density Housing for a fair few years or doubling up on one of the other Housing Bays.

Though that was disliked because it provided no new data to improve the future habitation stations Columbus is the prototype for which are going to be housing the great majority of the future space population. And yes, the idea of doing six bays of Housing did get discussed but was... Not looked on favourably because that's just asking for narrative consequences which cause mechanical consequences. Big time.

Not going to talk about the Shala Bays because those are comparatively 'new' compared to the Columbus Bays and got less focus anyway, so I'm not actually sure what the general opinion of those was. However, this is all just what the people who saw the 'beta' versions of the new Actions thought, and some of the reasoning why. It's up to the thread to decide if they agree or disagree, and why.

Another topic that got touched on a bit was that I mentioned an idea that we might want to prioritise getting the various Bays for at least Colombus online first over completing the two stations, with Shala Bays being 'last'. The basic idea being get one Columbus Bay done each turn, with 'left over' Orbital and Free dice going to getting Columbus Phase 5 and other Bays finished. The reason for this was that if we go 'Columbus Bays, finish off Columbus if we haven't completed Phase 5 yet, cap Colombus bays, finish Shala Phase 5 and Shala Bays' it means we're going to have probably six months to a year in which we're finishing off Shala in order to unlock the 'next level' of City Stations during which our scientists and engineers can gather data on how to better build said City Stations for best effect.

Rather than finishing Columbus and immediately unlocking the new City Stations because we've also completed Shala around the same time. Thus making it so that the only lessons we're going to pick up from Colombus regarding how to improve those stations are the extremely obvious or 'found during construction' ones. That does not suggest 'happy people in space' to me. Which has the potential to screw us over due to narrative consequences making it so people get angry at us for 'doing space population wrong' or something.

Again, just a suggestion and the reasoning behind it. Up to everyone if they agree with it or want to go their own way (provided they make a plan and convince enough people to vote for it).
 
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Right, so here's my plan submission:

[] Draft Plan Two Turns to Chicago
-[] Infrastructure (5/5 Dice + 1 HI + AA, +27 bonus, 140 R)
--[] Chicago Planned City (Phase 5) 52/995 5 dice + 1 HI + AA dice, 140R
-[] Heavy Industry (6/6 Dice + 1 Free, +34 bonus, 130 R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 2 dice 40R
--[ ] Low Velocity Particle Applicator Development 0/120 2 dice 40R 97%
--[ ] Microfusion Cell Development 0/60 1 die 20R 95%
--[ ] Second Generation Repulsorplate Development (Tech) 0/60 1 die 20R 95%
--[ ] Division of Alternative Energy -1 die -10R auto
-[] Light Industry (5/5 Dice, +24 bonus, 125 R)
--[ ] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R
--[ ] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[ ] Home Robotics Factories 114/140 1 dice 15R 100%
-[] Agriculture (6/6 Dice, +29 bonus, 90 R)
--[ ] Reforestation Campaign Preparations (Phase 1) 0/855 1 dice 5R
--[ ] Dairy Ranches (Phase 1) 155/195 1 dice 20R 100%
--[ ] Tarberry Development 0/40 1 dice 20R 100%
--[ ] Poulticeplant Deployment 0/150 2 dice 30R 79%
--[ ] Department of Core Crops -1 dice -15R auto
-[] Tiberium (7 Dice, +39 bonus, 140 R)
--[ ] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 7 dice 140R 34%
-[] Orbital (7/7 dice + 6 Free Dice, +34 bonus, 260 R)
--[ ] Medium Density Housing Bay 0/350 4 dice 80R 62%
--[ ] Fruticulture Bay (New) 0/350 4 dice 80R 62%
--[ ] Fusion Shipyard 0/475 5 dice 100R 43%
-[] Services (4/4 Dice, +32 bonus, 65 R)
--[ ] Advanced Electronic Video Assistant Deployment (167/200) 1 dice, 1 locked 20R 100%
--[ ] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
--[ ] Occult Investigations 0/30 E 5R
-[] Military (8/8 dice, +31 bonus, 160 R)
--[ ] Zrbite Sonic Weapons Deployment (Phase 1) (0/380) 4 dice 80R 26%
--[ ] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[ ] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
--[ ] Advanced ECCM Development 0/40 1 die 20R 100%
--[ ] Department of Munitions -1 dice -20R auto
-[] Bureaucracy (4 Dice, +29 bonus, 60R)
--[] Administrative Assistance (Infrastructure)
--[] Transfer Funding to InOps -60R
--[] Interdepartmental Favors
---[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
---[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
---[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
---[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

Total plan cost is: 1170.

What we get from this plan:
INFRASTRUCTURE: We begin working on Chicago, with the intent on finishing it by Q1 or Q2 2063 depending on situation.

HEAVY INDUSTRY: We start our first set of 2nd Generation Fusion Plants, and take advantage of a pause in Alloy rollout to quickly smash all of our industrial tech dev. While some may want to continue to pursue Alloys until they are done, I think pausing for one turn to unlock new capabilities and efficiencies (esp. with regards to the LVPAD and repulsorplates, which have been stated to impact Cap Goods production and Tib refining, respectively) is wise and helps conserve our Energy supply until the 2nd Gen reactors go online. To that end, we also split off the DAE now that it's actually worth doing so.

LIGHT AND CHEMICAL INDUSTRY: We start Bergen with 3 dice, and allocate 1 dice to each of the projects we didn't finish last turn, (hopefully) finishing them. Starting Bergen puts us on the path to removing the dice limit on building fusion plant phases, and also nets us a little cap goods and energy bonus besides.

AGRICULTURE: We start the Reforestation Campaign, dev Tarberries, deploy Poulticeplants, and finish the Ranch we started. We also split off Core Crops to passively increase our food supply.

TIBERIUM: We keep going on the Vein Mines train, hopefully to finish two phases.

ORBITAL: We take a pause from smashing out station phases (which has been having narrative consequences, y'all) and put energy towards building out a bay for each of our three stations. A Medium Bay for Columbia to push us further towards completing our goal, a Fruticulture Bay on Shala for Agriculture Congoods (a plan goal!) and some sweet sweet PS and narrative niceness, and the Fusion Bay on Enterprise to start building up our space-based shipping into a behemoth.

SERVICES: We finish the Services AEVA and, hopefully, the Kamisuwa Optical Laboratories. Also, Erewhon is doing KANE research. What fun!

MILITARY: We put four dice into Zrbite weapons so that, when 2063Q2 comes around and we're throwing ZOCOM back into the frying pan for RZBOs, they have some better tools to fight the Green with. Besides that, we're also developing glide munitions for the Air Force, AECCM for everyone (but especially the Governor-A, which we promised the Navy would have it and is the last thing we need to dev before making that ship) and Medium Plasma deployment for the Talons. Atop that, we spin off the Munitions department to start working on all of our munitions projects in the background.

BUREAUCRACY: Here we transfer funding to InOps, administratively assist with Chicago construction, and make literally every promise. Why? Why do that, you ask?

---[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support

With this plan, we are deploying these this turn. We need to roll 24 or better here with the standard Omake bonus. It is very likely we finish.

---[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
  • This is also doable with a pause to build bays as this plan has. Notably, there is a reasonable chance we finish the Fusion bay this turn, or one dice on it next turn while working on the Grav Bay.
---[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.

These are both incredibly easy to do, being only developing the projects. They need 1 dice each at some point this plan.

---[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.

Once Kamisuwa is built, we should absolutely use our Services dice to (mostly) build out hospital expansions. This is an easy give.

---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support

This, too, is an easy give, as this gives us… Two Turns to knock out Chicago J, which is the only plan goal competing for the same dice as Karachi.

---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

This is also very likely to be an easy give, as I expect Coordinated Abatement to have some measure of income for us depending on the methods used – and, even if it didn't, is something we are going to do anyway.


Overall, this plan takes a pause on our two big resource/dice hogs (alloys and stations) and works hard on a number of other objectives (and in the case of the latter works on the exact same objective through a different path). I think we need to do this.

In conclusion, this plan addresses or completes the following Plan Goals/Litvinov promises:
Provide 77 Consumer Goods points from the Treasury
Provide 27 Consumer Goods from Agriculture
Increase Income by 695
Increase population in space by 17.95k
Spend at least one die on Steel Talons projects every turn
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Deploy Services AEVA
Develop and deploy Governor-A refit (via finishing AECCM)
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all of the following projects:
Advanced ECCM Development, Ultralight Glide Munitions Development, Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development
Activate Munitions Department

If you have any questions, please feel free to ask me.

Alright, here's my quoted first plan, Two Turns to Chicago.
Here's a space meme plan for your enjoyment.

[] Draft Plan I Need My Space
-[] Infrastructure (5/5 Dice + 1 HI, +27 bonus, 120 R)
--[] Chicago Planned City (Phase 5) 52/995 5 dice + 1 HI dice, 120R
-[] Heavy Industry (6/6 Dice, +34 bonus, 130 R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 0/325 2 dice 40R
--[ ] Low Velocity Particle Applicator Development 0/120 2 dice 40R 97%
--[ ] Microfusion Cell Development 0/60 1 die 20R 95%
--[ ] Division of Alternative Energy -1 die -10R
-[] Light Industry (5/5 Dice, +24 bonus, 125 R)
--[ ] Bergen Superconductor Foundry (Phase 4) 65/690 2 dice 90R
--[ ] Carbon Nanotube Foundry Expansions 219/280 1 dice 20R 79%
--[ ] Home Robotics Factories 114/140 1 dice 15R 100%
--[ ] Security Review
-[] Agriculture (6/6 Dice, +29 bonus, 80 R)
--[ ] Reforestation Campaign Preparations (Phase 1) 0/855 4 dice 20R
--[ ] Dairy Ranches (Phase 1) 155/195 1 dice 40R 100%
--[ ] Tarberry Development 0/40 1 dice 20R 100%
-[] Tiberium (7 Dice, +39 bonus, 140 R)
--[ ] Tiberium Vein Mines (Stage 6+7+8+9) 25/175 7 dice 140R 34%
-[ ] Orbital (7/7 dice + 7 Free Dice, +34 bonus, 350 R)
--[ ] Medium Density Housing (New) 0/335 3 dice 60R 10%
--[ ] Fruticulture Bay (New) 0/335 3 dice 60R 10%
--[ ] Fusion Shipyard 0/475 4 dice 80R 4%
--[ ] Gravitic Shipyard 0/430 3 dice 120R
--[ ] Conestoga Class Development 0/60 1 dice 30R 94%
-[] Services (4/4 Dice, +32 bonus, 50 R)
--[ ] Advanced Electronic Video Assistant Deployment (167/200) 1 dice, 1 locked 20R
--[ ] Regional Hospital Expansions (Phase 1) 213/295 1 die 25R 61%
--[ ] Security Review
--[ ] Occult Investigations 0/30 E 5R ???
-[] Military (8/8 dice, +31 bonus, 160 R)
--[ ] Zrbite Sonic Weapons Deployment (Phase 1) (0/380) 4 dice 80R 26%
--[ ] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[ ] Medium Tactical Plasma Weapon Deployment 0/70 1 die 30R 77%
--[ ] Advanced ECCM Development 0/40 1 die 20R 100%
--[ ] Department of Munitions -1 dice -20R auto
-[] Bureaucracy (4 Dice, +29 bonus, 60R)
--[] Security Review (Services)
--[] Security Review (LCI)
--[] Transfer Funding to InOps -60R
--[] Interdepartmental Favors
---[ ] Steel Talons: Deploy Medium Tactical Plasma Weapons by the end of 2062: +5 Political Support
---[ ] Space Force: Build Fusion and G-drive bays on Enterprise before the Elections. +5 Political Support
---[ ] Ground Forces: Develop both Next Generation Armored and Support Vehicles before end of this plan: +5 Political Support.
---[ ] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
---[ ] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support
---[ ] Diplomatic Corps: Complete all phases of Coordinated Abatement by end of Plan: +5 Political Support

Total Cost: 1215.
Very similar to the original, just putting all the free dice (except Erewhon) on space stuff. I will probably migrate the security reviews to my initial plan.
 
So when it comes to the space habit I think having all four residential modules as a test bed makes sense, for all that focusing on middle tier is the best. I mean I prefer low density but mid is at least balanced. The fifth could be medical and the sixth spaceport or industry (I think spaceport makes total sense but industry is logical). The tourism one also technically works as a testbed feature in theory though I wouldn't give it a priority.

But yeah I think we would want to have all categories on the testbed station so we can say "we tried them all, its the testbed station."
 
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So here's my draft: Attempting One More Phase of Alloys For The Road

(What can I say, I decided that if I was going to have a song stuck in my head, it might as well be a Bob Dylan song. I am a silly man)

I hope I got the arithmetic right, but as always, I could have screwed up the budgeting somehow, since I do all this freehand except the dice probability calculations.



BUDGET: 1220 R, 54 PS, +15 Energy, +15 Capital Goods

1200/1220 R
7/7 Free dice

[] Plan Attempting One More Phase of Alloys For The Road
-[] Infrastructure (5/5 Dice, +27 bonus, 100 R)
--[] Chicago Planned City (Phase 5) 52/995 (6 dice, 100 R (in Infra)) (6/12 median)

-[] Heavy Industry (6/6 Dice + 4 Free dice, +34 bonus, 280 R)
--[] U-Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200 R) (~87% chance)
--[] Chicago Planned City (Phase 5) 52/1000 (1 die, 20 R (in HI)) (see above)
--[] Second Generation Repulsorplate Development 0/60 (1 die, 20 R) (94% chance)
--[] Second Generation Fusion Plant 0/(325) (2 dice, 40 R) (2/4 median)
--[] Security Review

-[] Light Industry (5/5 Dice, +24 bonus, 140 R)
--[] Bergen Superconductor Foundry (Phase 4) 65/690 (4 dice, 120 R) (4/8.5 median)
--[] Carbon Nanotube Foundry Expansions 219/285 (1 die, 20 R) (74% chance)

-[] Agriculture (6/6 Dice, +29 bonus, 65 R)
--[] Reforestation Campaign Preparations (Phase 1) 0/855 (3 dice, 15 R) (3/11 median)
--[] Dairy Ranches (Phase 1) 155/195 (1 die, 20 R) (100% chance)
--[] Poulticeplant Deployment 0/150 (2 die, 30 R) (71% chance)

-[] Tiberium (7/7 Dice + 1 Free dice + EREWHON!!!, +39 bonus, 200 R)
--[] Tiberium Vein Mining (Stage 6+7+8) 25/525 (4+E dice, 100 R) (Stage 6, 93.6% Stage 7, 12% chance Stage 8)
--[] Red Zone Energy Refits (Phase 1) 0/315 (4 dice, 100 R) (84% chance)

-[] Orbital (7/7 dice + 1 Free die, +34 bonus, 160 R)
--[] GDSS Columbia (Phase 5) 146/1065 (4 dice, 100 R) (4/10 median)
--[] GDSS Shala (Phase 4) 92/530 (4 dice, 80 R) (14% chance)
---[] Some slowdown from the breakneck construction of Q3

-[] Services (4/4 Dice, +32 bonus, 65 R)
--[] Regional Hospital Expansions 213/295 (1 die, 25 R) (66% chance)
--[] Kamisuwa Optical Laboratories 79/240 (1 dice, 20 R) (1/2 median)
--[] AEVA Deployment (Services) 167/200 (1 die, 20 R) (100% chance)
--[] AEVA Hungers (1 die)

-[] Military (8/8 Dice, +31 bonus, 130 R)
--[] Zrbite Sonic Weapons Deployment 0/380 (4 dice, 80 R) (39% chance)
--[] Ultralight Glide Munitions Development 0/40 (1 die, 10 R) (100% chance)
--[] Railgun Munitions Factories (Phase 2) 89/190 (1 die, 10 R) (46% chance)
--[] Medium Tactical Plasma Weapon Deployment 0/75 (1 die, 30 R) (71% chance)
--[] Security Review

-[] Bureaucracy (4/4 Dice + 1 Free die, +29 bonus, 60 R)
--[] Heavy Bureaucracy dice investment is in part a funds-saving measure.
--[] Transfer Funding to InOps (1 die, -60 RpT)
--[] Security Review: Heavy Industry (1 die)
---[] Last done 7-8 turns earlier. Both not in normal rotation yet. Surprise!
--[] Security Review: Military (2 dice)
---[] Last done two turns ago. They'll never see it coming.
--[] Interdepartmental Favors
---[] Ground Forces: Develop both Next Generation Armored and Support Vehicles by 2065Q4 (+5 PS)
---[] Health and Welfare: Complete Hospital Expansions by end of plan: +5 Political Support.
---[] Diplomatic Corps: Do not start Karachi until Q2 2063: +5 Political Support



APPROXIMATE CAPITAL GOODS BUDGET
15 (initial) +2 (DHIA) +4 (nanotubes) -3 (vein mines) -1 (hospitals) -4 (AEVA)
= +13 Capital Goods

PESSIMISTIC ENERGY BUDGET
15 (initial) -4 (alloys) -1 (dairy) -1 (hospitals) -3 (AEVA) -1 (railgun slugs) -2 (zrbite guns)
= +3 Energy
(84% chance of getting +10 from ion power, various other factors, this is worst case, Energy will be fine next turn if not this turn)

GETTING YELLED AT BUDGET
54 + 15 (promises) + (14% chance of +15 from spacefood)
= ?? Political Support

Attention: When it is actually posted in earnest, with X's in, there will be a "Halloween" variant of this plan where Erewhon is reassigned to Occult Studies for the meme value. To compensate for the hit to vein mining, the Free die will be taken off Orbital.



Infrastructure: I think we need Chicago Phase 5, both for the Capital Goods surplus and so that its refineries can keep our refining cap high enough that we can afford to start refitting to the improved Hewlett-Gardner process.

Heavy Industry: I'm making a good faith effort to slam out one more phase of alloys. We'll probably have to slow down a bit, to make sure we allocate STUs properly and for other reasons, but we've got enough rollover on this phase that the thing can probably be done with 'only' five dice.

Light Industry: Some sacrifices have been made to enable us to prioritize Bergen.

Agriculture: I'd hoped to do two dice on dairy, but that was one of the things sacrificed for Bergen. I refuse to give up the first die, though, or the poulticeplant deployment project.

Tiberium: Focus is on vein mines to replenish the income we'll lose to InOps (we need to keep a steady +Resource flow boost going, for this and for other reasons)... and on Phase 1 of the ion power refits, which helps tide us over until our first wave of second-generation fusion plants can come online.

Orbital: Still focusing on actually completing the stations for now. When we have Columbia to Phase 5, I'll shift some of the dice to Columbia bays. When we have both Columbia and Shala to Phase 5, we'll unlock our second-generation habitat projects. I think it would be premature to commit ourselves to too many bays on either station until we see what the second-generation habitat options look like. Some bays, sure. All bays, no.

Services: I think this is fairly noncontroversial?

Military: I've made everything revolve around Zrbite weapons. I was originally hoping to put two dice on the LOSS cloak-detecting satellites, but since those appear to have vanished just as I wanted to fund them in favor of more expensive projects I can't fit into the budget, Space Force winds up not getting any money this turn because they picked this turn to change their mind on the cheap project. So I picked a couple of other reasonably important 10 R/die projects instead. And, hey, one of 'em's a Plan commitment.

Bureaucracy: I wound up concentrating Free dice here and on security reviews to make the Phase 3 alloy foundries possible. Two-die security reviews for certainty of success, both targeted in areas Nod won't be expecting. Promise to InOps because we promised InOps. Three Interdepartmental Favor promises, the ones I'm most comfortable making because they cost us very little or because we were already planning to do them anyway.
 
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Did we find out what the results of the negotiation was? Did I miss it somewhere?

Very very against the high density bay. Sounds horrible.

I think medium housing on stations is the best approach with better accommodations on like... moons cities or some such.

Should we start on the processing refits? We need to keep mining to replace the inops donation but STUs are in quite high demand now.
Oh, as a question to long term readers - what is the threshold when we start to discuss giving up dice/resources for branch divisions?
For me, I'd say when we finish the plan goals in a category along with any mega projects.

Once everything left in a category becomes a bonus losing a dice becomes much less of a burden.

[] Plan Attempting One More Phase of Alloys For The Road
Looks good. Would vote for.
When we have Columbia to Phase 5, I'll shift some of the dice to Columbia bays.
Umm...

Shouldn't we finish the two Enterprise bays first? Get the ships moving and stuff?
 
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So thinking about it, wouldn't the GDI already have information on very high density living, and also high density living, as it pertains to habitats? I mean isn't that what arcologies are in terms of the yellow zone one.

Thinking about it more I think High Density Housing, Medium Density Housing, Low Density Housing, Hospital Bay, Assembler Bay, and Spaceport Bay would be good for the six modules. It would give pop of 2.5k. I think going Very High could lead to troubles. We don't want people being packed into space like sardines.
 
2062 Q4 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure has the two Planned City Projects of Chicago and Karachi.

Required Projects:
-Chicago Planned City Phase 5: 52/995 Progress ~10 dice median (Plus 2 HI dice median)
--Requires 4 Labor
--Provides 12 Consumer Goods
--Provides 10 Capital Goods
--Provides 450 Processing
---Requires ~1-2 dice to be Heavy Industry (Depending on Free Dice allocation)

-Karachi Planned City Phase 1-5: 0/1815 Progress ~10 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

Semi Required Projects:
-None

Infrastructure Total = 20 dice
65 Infrastructure dice for the rest of the Plan, 45 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston, the rollout of the ICC Fusion, along with a few dice to complete Chicago. The completion of the first 5 phases of the Alloy Foundries are also likely to net reduce the die cost across the board.

Required Projects:
-North Boston Chip Fabricator Phase 5: 36/2280 Progress ~27 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

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

-Division of Alternative Energy: 14 dice Max
--Provides 4 Energy Min
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one, the energy benefit assumes we take it on the last turn of the Plan.

Semi Required Projects:
-U-Series Alloy Foundries Phase 3-5: 186/1545 Progress ~18 dice median
--Requires 12 Energy
--Requires 6 STU
--Note: The effects of the U-Series Alloy Foundries are not modeled elsewhere in this analysis as it depends on when they are built. Additionally, the current total progress cost of Phase 3-5 of the Foundries is 1710. As the cost reduction was not initially built into the Foundries and they will get cheaper as more Foundries are built I have included proportional reduction of 25 for Phase 3, 25+30 for Phase 4, and 25+30+30 for Phase 5. 5% of the original progress cost of 600 is 30. Therefore the 30 in Phase 4 and the 2 30s in Phase 5 come from Phase 2 and Phase 2 and 3 respectively. We also know that the cost reduction accounts for the current progress made on the project, therefore I have only incorporated a 25 cost reduction for the phase immediately preceding (25 for Phase 3 from Phase 2, and the same for Phase 4 from Phase 3, etc.) This saves a total of 165 progress.

-Second Generation Continuous Cycle Fusion Plants Phase 1-3: 0/975 Progress ~12 dice median
--Requires 1 Labor
--Provides 57 Energy

Heavy Industry Total = 69 dice
78 Heavy Industry dice for the rest of the Plan, 9 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry requires the completion of Reykjavik. Bergen is not explicitly required, however it may be necessary to complete the 4th phase to increase our ability to produce the ICCF.

Required Projects:
-Reykjavik Myomer Macrospinner Phase 5: 50/1220 Progress ~15 dice median
--Provides 4 Energy
--Provides 8 Capital Goods

Semi Required Projects:
-Bergen Superconductor Foundry Phase 4: 65/690 Progress ~8 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 23 dice
65 Light and Chemical Industry dice for the rest of the Plan, 42 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 27 Agriculture Consumer Goods.

Required Projects:
-Dairy Ranches Phase 1-2: 155/385 Progress ~3 dice median
--Requires 2 Energy
--Requires 6 Food
--Requires 2 Labor
--Provides 12 Consumer Goods

-Reforestation Preparation Campaign Phase 1-2: 0/1710 Progress ~22 dice median

Semi Required Projects:
-Dairy Ranches Phase 3: 0/190 Progress ~3 dice median
--Requires 1 Energy
--Requires 3 Food
--Requires 2 Labor
--Provides 6 Consumer Goods

-Vertical Farming Projects Stage 4: 134/230 Progress ~1 die median
--Requires 2 Energy
--Produces 4 Food
--Produces 4 Consumer Goods

-Agricultural Consumer Goods: Must produce 27
--18 Provided by Dairy Ranches
--4 Provided by Vertical Farms
--6 Provided by Shala
--Total Produced: 28

Agricultural Total = 28 dice
78 Agricultural Dice for the rest of the Plan, 50 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, 695 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: ~10 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Tiberium Inhibitor Deployment BZ x3: 0/90 Progress ~1 die median x3
--Requires 9 Energy
--Provides 6 YZ Mitigation

-Red Zone Border Offensives Phase 4-5: 93/480 Progress ~4 dice median
--Provides 4 Energy
--Provides 6 RZ Mitigation
--Provides ~50 RpT

-Improved Hewlett Gardener Process Refits: 0/1800 Progress ~20 dice median

-IHG Tiberium Processing Plants Stage 1-2: 0/360 Progress, ~4 dice median
--Requires 8 Energy
--Requires 6 Logistics
--Provides 900 Processing

Semi Required Projects:
-Tiberium Vein Mines Phase 6-18: 25/2275 Progress ~25 dice median
--Requires 13 Capital Goods
--Provides ~390 RpT
--Provides 13 YZ Mitigation

-Deep Red Zone Glacier Mining Phase 4-5: 28/480 Progress ~5 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/620 Progress ~6 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

-Red Zone Harvesting Stage 12: 29/140 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 = 79 dice
91 Tiberium Dice for the rest of the Plan, 12 dice available, no free dice required.
Orbital Projects
Orbital currently requires development and deployment of the Conestoga and the movement of an immense amount of people to Space.

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

-GDSS Enterprise Gravitic Shipyard Bay: 0/440 Progress ~5 dice median
--Requires 1 Capital Goods
--Requires 2 STU
--Assuming this counts as deploying the Conestoga, no further Conestoga Class dice required

-GDSS Columbia: 146/1065 Progress ~10 dice median
--Provides 2000 Space Population

-GDSS Columbia Very High Density Housing Bay: 0/335 Progress ~4 dice median
--Provides 1500 Space Population

-GDSS Columbia High Density Housing Bay: 0/335 Progress ~4 dice median
--Provides 1200 Space Population

-GDSS Columbia Medium Density Housing Bay: 0/335 Progress ~4 dice median
--Provides 800 Space Population

-GDSS Columbia Low Density Housing Bay: 0/335 Progress ~4 dice median
--Provides 500 Space Population

-GDSS Shala: 92/1625 Progress ~17 dice median
--Provides 700 Space Population
--Provides 12 Food
--Provides 6 Consumer Goods

-GDSS Shala Habitation Bay: 0/335 Progress ~4 dice median
-- Provides 1000 Space Population

-Space Population Commitment of 17950
--10250 Space Population Commitment Remains post Shala and Columbia.
---Based on the average Bay efficiency of 335 Progress needed per 1000 Space Pop yields a conservative estimate of 3434 progress required. This implies 38 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing do to the Alloy Foundries

Orbital Total = 91 dice
91 Orbital Dice for the rest of the Plan, 0 available, 0 free dice required.
Services Projects
Services requires the completion of the Services AEVA.

Required Projects:
-Advanced Electronic Video Assistant Deployment (Services): 167/200 Progress ~2 dice median (1 rolled, 1 locked)
--Requires 3 Energy
--Requires 4 Capital Goods

Semi Required Projects:
-None

-Note: For heavy industry, 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), the Heavy Industry AEVA also will save 2 dice, if we include Alloy Foundries.

Services Total = 2 dice
52 Services Dice for the rest of the Plan, 50 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 13 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Department of Munitions: 13 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-Advanced ECCM Development: 0/40 Progress 1 die

-Strategic Area Defense Networks Phase 1-4: 0/1270 Progress ~16 dice
--Requires 4 Energy
--Note: The Energy and Progress costs are based on continuing the pattern from Phase 1-3 for Phase 4.

-Reclamator Hub Red Zone x2: 0/600 Progress ~7 dice
--Provides 2 Energy
--Provides 6 RZ Mitigation
--Provides 50 RpT
-General Military Total = 50 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Orca Wingmen Drone Deployment Phase 2: 56/260 Progress ~3 dice median
--Requires 3 Energy
--Requires 1 Capital Goods
--Requires 1 Labor

-Ultralight Glide Munitions Development: 0/40 Progress 1 die
-Air Force Total = 4 dice

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

Ground Forces
-Ground Forces Zone Armor x5: 28/825 Progress ~10 dice
--Requires 10 Energy
--Requires 5 Capital Goods
--Requires 10 Labor
-Ground Forces Total = 10 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

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

-At least 13 Steel Talon dice
-Steel Talons Total = 13 die

Military Total = 83 dice
104 Military dice for the rest of the Plan, 21 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 15 current, 5 in reserve
--30 Required to replace End of Life CCF Plants (Estimate, total CCF Energy is 144, not counting precursor plants)
--8 Required by North Boston Chip Fabricator
--12 Required by U-Series Alloy Foundries
--3 Required by Dairy Ranches
--2 Required by Vertical Farms
--9 Required by BZ Inhibitors
--8 Required by IHG Processing Plants
--3 Required by AEVA (Services)
--4 Required by SADN
--3 Required by Orca Wingmen Drone Deployment
--10 Required by GFZA
--6? Required by Governor A Deployment
--57 Provided by ICCF
--4 Provided by DEA
--4 Provided by Reykjavik
--8 Provided by Bergen
--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: 4 Energy

-Logistics:‌ 17
--2 Required by Bergen
--6 Required by Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 23 Logistics

-Food:‌ 25
--9 Required by Dairy Ranches
--12 Provided by GDSS Shala
--4 Provided by Vertical Farms
--3 Provided by Perennials
--Net: 35 Food

-Capital Goods: 15
--20 Required by Civilian Market
--13 Required by Vein Mines
--1 Required by Gravitic Bay
--4 Required by AEVA (Services)
--1 Required by Orca Wingmen Drone Deployment
--5 Required by GFZA
--4? Required by Governor A Deployment
--26 Provided by DIA
--10 Provided by Chicago Planned City
--32 Provided by North Boston Chip Fabricator
--4 Provided by Bergen
--8 Provided by Rekjavik
--Net: 48 Capital Goods

-Consumer Goods: 154 current, Must produce 77
--39 Provided by BoA and CID
--12 Provided by Chicago Planned City
--16 Provided by North Boston Chip Fabricator
--18 Provided by Dairy Ranches
--4 Provided by Vertical Farms
--6 Provided by GDSS Shala
--Total Produced: 95
--Net: 249

-STU: 11
--6 Required by Alloy Foundries
--2 Required by Gravitic Bay
--3 Produced by IHG Refits
--7 Produced by new income
--Net: 13

-Labor: 38, +2 per turn
--26 Provided by Growth
--4 Required by Chicago Planned City
--2 Required by North Boston Chip Fabricator
--3 Required by ICCF
--4 Required by Dairy Ranches
--12 Required by Karachi Planned City
--1 Required by Orca Wingmen Drone Deployment
--10 Required by GFZA
--Net: 28
--Note Essentially our remaining Labor depends primarily on how much Labor we produce over this plan, we are scheduled to consume ~36 Labor, as such even with no additional growth we will meet Labor requirements.

-Tiberium Processing: Must produce 920
--450 Provided by Chicago
--900 Provided by IHG Tiberium Processing Plants
--Total Produced: 1350

-Income RpT: Must produce 695
--50 Provided by Border Offensives
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--390 Provided by Vein Mines
--17.5 Provided by RZ Harvesting
--50 Provided by RZ MARVs
--Total Produced: 702.5

-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: 65 Total, 20 Required, 45 Available
Heavy Industry: 78 Total, 69 Required, 9 Available
Light and Chemical Industry: 65 Total, 23 Required, 42 Available
Agriculture: 78 Total, 28 Required, 50 Available
Tiberium: 91 Total, 79 Required, 12 Available
Orbital: 91 Total, 91 Required, 0 Available
Services: 52 Total, 2 Required, 50 Available
Military: 104 Total, 83 Required, 21 Available
Free: 91 Total, 0 Required, 91 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.

Updates:
-Updated Project costs post Phase 2 of Alloy Foundries
-Fusion replacement Energy costs readded (30 Energy)
-RZ Energy Refits replaced with ICCF
-Bergen added as we are highly likely to at least complete phase 4 for the additional dice throughput on ICCF
-Updated IHG Refits for the new project
-Added Bays that provide Space Population
-Space Population cost estimate has been updated to be based on the Average Habitation Bay
-2 phases of IHG plants is now required as Chicago only provides 450 progress instead of 500
-The additional tax revenue means we need one less Vein Mine
-STU calcs updated to include effects of IHG Refits and new Income

Any questions/comments are welcome
 
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[] Plan Alloying Space And Research With Alternative Energy.

-[] Infrastructure 5/5 dice 95R +27
--[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%
--[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%,
-[] Heavy Industry 6+3 Free+erewhon/6 dice 290R +34
--[] U Series Alloy Foundries (Phase 3) 186/550 5 dice 200R 87%
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 2 dice 40R
--[] Low Velocity Particle Applicator Development 0/120 1 die+Erewhon 40R 75%
--[] Division of Alternative Energy -1 HI die -10RpT Auto
-[] Light and Chemical Industry 5/5 dice 125R+24
--[] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R
--[] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%
--[] Home Robotics Factories 114/140 1 die 15R 100%
-[] Agriculture 6/6 dice 65R +29
--[] Reforestation Campaign Preparations (Phase 1) 0/855 3 dice 15R
--[] Dairy Ranches (Phase 1) 155/195 1 die 20R 100%
--[] Poulticeplant Deployment 0/150 2 dice 30R 79%
-[] Tiberium 7/7 dice 140R +39
--[] Tiberium Vein Mines (Stage 6+7+8+9) 25/700 7 dice 140R 34%
-[] Orbital 7+4 free dice/7 dice 220R +34
--[] GDSS Columbia (Phase 5) 146/1065 2 dice 40R
--[] High Density Housing (New) 0/335 2 dice 40R
--[] Medium Density Housing (New) 0/335 2 dice 40R
--[] GDSS Shala (Phase 4) 92/530 3 dice 60R
--[] Species Restoration Bay (New) 0/335 2 dice 40R 10%
-[] Services 3/34 dice +32
--[] Advanced Electronic Video Assistant Deployment (Services) 167/200 1 die+1 locked 20R 100%
--[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
-[] Military 8/8 dice 150R +31
--[] Advanced ECCM Development 0/40 1 die 20R 100%
--[] Military Particle Beam Development 0/100 1 die 20R 52%
--[] Zrbite Sonic Weapons Deployment (New) (Phase 1) 0/380 2 dice 40R
--[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 2 dice 40R 83%
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
-[] Bureaucracy 4/4 dice 70R +29
--[] Security Review Bureaucracy 1 die+1 die
--[] Transfer Funding to InOps 1 die -60 RpT auto
--[] Expand Grants Programs 1 die -10 RpT auto

Derpmind says my plans won't get any votes unless I do 3 security sweeps this turn so here is one that does three sweeps and I WANT TO DIE.

[] Plan Alloying Space And Research With Many Sweeps

-[] Infrastructure 5/5 dice 95R +27
--[] Suborbital Shuttle Service (Phase 2+3) 110/410 3 dice 75R 16%
--[] Postwar Housing Refits (Phase 1) 0/180 2 dice 20R 41%,
-[] Heavy Industry 6+2 Free+erewhon/6 dice 280R +34
--[] U Series Alloy Foundries (Phase 3) 186/550 5 dice 200R 87%
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) (New) 0/325 2 dice 40R
--[] Low Velocity Particle Applicator Development 0/120 1 die+Erewhon 40R 75%
--[] Security Review
-[] Light and Chemical Industry 5/5 dice 125R +24
--[] Bergen Superconductor Foundry (Phase 4) 65/690 3 dice 90R
--[] Carbon Nanotube Foundry Expansions 219/280 1 die 20R 79%
--[] Home Robotics Factories 114/140 1 die 15R 100%
-[] Agriculture 6/6 dice 65R +29
--[] Reforestation Campaign Preparations (Phase 1) 0/855 3 dice 15R
--[] Dairy Ranches (Phase 1) 155/195 1 die 20R 100%
--[] Poulticeplant Deployment 0/150 2 dice 30R 79%
-[] Tiberium 7/7 dice 140R +39
--[] Tiberium Vein Mines (Stage 6+7+8+9) 25/700 7 dice 140R 34%
-[] Orbital 7+4 free dice/7 dice 200R +34
--[] GDSS Columbia (Phase 5) 146/1065 2 dice 40R
--[] High Density Housing (New) 0/335 2 dice 40R
--[] Medium Density Housing (New) 0/335 2 dice 40R
--[] GDSS Shala (Phase 4) 92/530 2 dice 40R
--[] Species Restoration Bay (New) 0/335 2 dice 40R 10%
--[] Security Review
-[] Services 3/34 dice 60R +32
--[] Advanced Electronic Video Assistant Deployment (Services) 167/200 1 die+1 locked 20R 100%
--[] Kamisuwa Optical Laboratories 79/240 2 dice 40R 68%
-[] Military 8/8 dice 150R +31
--[] Advanced ECCM Development 0/40 1 die 20R 100%
--[] Military Particle Beam Development 0/100 1 die 20R 52%
--[] Zrbite Sonic Weapons Deployment (New) (Phase 1) 0/380 2 dice 40R
--[] Ultralight Glide Munitions Development 0/40 1 die 10R 100%
--[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 2 dice 40R 83%
--[] Unmanned Support Ground Vehicle Development 0/80 1 die 20R 72%
-[] Bureaucracy 4+1 free die/4 dice -60 RPT +29
--[] Security Review Bureaucracy 1 die+1 department die
--[] Security Review Heavy Industry 1 die+1 department die
--[] Security Review Orbital 1 die+1 department die
--[] Transfer Funding to InOps 1 die -60 RpT auto
 
Aw man I wanted to at least post my preliminary plan, but I'm too sleepy. See you in the morning with my actual plan for this turn. Good night.
 
[] Plan Build Chicago Already
-[]Infrastructure 5/5 210R
-[] Chicago Planned City (Phase 4) 5 dice + 3 Heavy Industry dice 160R (Honestly no idea how to calculate this)%
(Can spend mixed Heavy Industry and Infrastructure dice, at least 1 die must be Heavy Industry)
(Progress 52/995: 20 resources per die) (+5 Housing, -4 Labor), (+500 Tiberium Processing Capacity, +10 Consumer Goods, +12 Capital Goods)
-[] Suborbital Shuttle Service (Phase 2) 2 free dice 50R 88%
(Progress 110/230: 25 resources per die) (+5 Logistics)
-[]Heavy Industry 6/6 80R
-[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 1 die 20R 0%
(Progress 0/325: 20 resources per Die) (+19 Energy) (-1 Labor) (No more than two dice can be spent on 2nd Generation CCF per turn)
-[] Low Velocity Particle Applicator Development 1 die + Erewhon die 40R 75%
(Progress 0/120: 20 resources per die)
-[] Second Generation Repulsorplate Development 1 die 20R 95%
(Progress 0/60: 20 resources per die)
-[] Chicago Planned City 3 die
-[]Light and Chemical Industry 5/5 95R
-[] Reykjavik Myomer Macrospinner (Phase 5) 3 dice 60R 0%
(Progress 50/1155: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)
-[] Carbon Nanotube Foundry Expansions 1 dice 20R 79%
(Progress 219/280: 20 resources per die) (+4 Capital Goods)
-[] Home Robotics Factories 1 die 15R 100%
(Progress 114/140: 15 resources per die) (-1 Energy, -1 Capital Goods, +4 Consumer Goods, +1 Labor)
-[]Agriculture 6/6 80R
-[] Reforestation Campaign Preparations (Phase 1) 2 dice + 1 admin die 15R %
(Progress 0/880: 5 resources per die)
-[] Vertical Farming Projects (Stage 4) 3 dice 45R 96%
(Progress 134/230: 15 resources per die) (+4 Food, +4 Consumer goods, -2 Energy)
-[] Dairy Ranches (Phase 1) 1 die 20R 100%
(Progress 155/195: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -1 Labor)
-[]Tiberium 7/7 200R
-[] Improved Hewlett Gardener Refits (Phase 1) 2 dice 70R 15%
(Progress 0/240: 35 resources per die) (Converts 450 processing capacity)
-[] Tiberium Inhibitor Deployment
--[] Blue Zone 9 1 die 30R 65%
(Progress 0/90: 30 resources per die) (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support)
-[] Red Zone Energy Refits (Phase 1) 4 dice 100R 84%
(Progress 0/315: 25 resources per die) (+10 Energy)
-[]Orbital 7/7 240R
-[] GDSS Columbia (Phase 5) 3 dice 60R 0%
(Progress 146/1065: 20 resources per die) (1k Permanent residents) (+2 available Bays) (9 Political Support)
--[] High Density Housing 4 dice 80R 62%
(Progress 0/335: 20 resources per die) (+1.2k Permanent Residents)
-[] GDSS Shala (Phase 4) 2 dice + 3 free dice 100R 58%
(Progress 92/530: 20 resources per die) (.1k permanent residents) (+1 Food) (5 Political Support)
-[]Services 4/4 65R
-[] Advanced Electronic Video Assistant Deployment
--[] Services 1 die 20R 100%
(Progress 167/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete)
-[] Regional Hospital Expansions (Phase 1) 1 die 25R 61%
(Progress 213/295: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor)
-[] Kamisuwa Optical Laboratories 1 die 20R 0%
(Progress 79/240: 20 resources per die) (-2 Labor, -2 Energy)
-[]Military 8/8 135R
-[] Railgun Munitions Factories (Phase 2) 2 dice 20R 96%
(Progress 89/190: 10 resources per die) (-1 Labor, -1 Energy) (Projected 1 quarter to begin, 6 quarters to complete)
-[] Infernium Laser Refits 2 dice 60R 0%
(Progress 0/405: 30 resources per die) (-1 STU, -2 Energy) (Projected: 2 quarters to begin, 24 quarters to complete)
-[] Medium Tactical Plasma Weapon Deployment 1 die 30R 72%
(Progress 0/70: 30 resources per die)
-[] Combat Laser Development (Tech) 1 die 25R 67%
(Progress 0/80: 25 resources per die)
-[] Security Review 1 die
-[]Bureaucracy 4/4 60R
-[] Administrative Assistance (Reforestation Campaign Preparations) 2 dice
(Spend 2 Bureaucracy dice for 1 operations die, that die is rolled without bonuses)
-[] Security Reviews (Military) 1 die + 1 Military die 94%
(DC 50 + 1 operations die)
-[] Transfer Funding to InOps
(-60 Resources per Turn)
-[]Free Dice 7/7
-[] 2 in Infrastructure
-[] 5 in Orbital
-[]Resources Income 1105/1215 Reserve 0/5 Bank 100
 
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