Chicago Planned City (Phase 5): 52 + 5 * 27 + 1 * 34 + 166 = 387/995
Second Generation Continuous Cycle Fusion Plants (Phase 1): 0 + 2 * 34 + 76 = 144/325

Low Velocity Particle Applicator Development: 0 + 1 * (34 + 5) + 67 = 106/120 Omake Completes
Microfusion Cell Development 0 + 1 * (34 + 5) + 48 = 87/60
Division of Alternative Energy: Auto

Bergen Superconductor Foundry (Phase 4): 65 + 2 * 24 + 122 = 235/690
Carbon Nanotube Foundry Expansions: 219 + 1 * 24 + 46 = 289/280
Home Robotics Factories: 114 + 1 * 24 + 84 = 222/140
Dairy Ranches (Phase 1): 155 + 2 * 29 + 145 = 358/195 Phase 1,
163/190 Phase 2
Tarberry Development: 0 + 1 * (29 + 5) + 66 = 100/40
Poulticeplant Deployment: 0 + 2 * 29 + 136 = 194/150

Vertical Farming Projects (Stage 4): 134 + 1 * 29 + 18 = 181/230
Tiberium Vein Mines (Stage 6): 25 + 6 * 39 + 288 = 547/175 Stage 6, 372/175 Stage 7, 197/175 Stage 8, 22/175 Stage 9
Tiberian Prediction Algorithms: 0 + 1 * 39 + 36 = 75/120
Medium Density Housing: 0 + 3 * (34 + 5) + 193 = 310/335
Fruticulture Bay: 0 + 3 * (34 + 5) + 108 = 225/335
Fusion Shipyard: 0 + 4 * (34 + 5) + 224 = 380/475
Gravitic Shipyard: 0 + 3 * (34 + 5) + 175 = 292/430

Conestoga Class Development: 0 + 1 * 34 + 93 = 127/60
Advanced Electronic Video Assistant Deployment: 167 + 1 * 32 + 32 = 231/200
Regional Hospital Expansions (Phase 1): 213 + 1 * 32 + 54 = 299/295 Phase 1,
4/285 Phase 2
Occult Investigations: 0 + 38= 38/30
Zrbite Sonic Weapons Deployment (Phase 1): 0 + 4 * 31 + 193 = 317/380 NAT 1
Ultralight Glide Munitions Development: 0 + 1 * (31 + 5) + 48 = 84/40
Medium Tactical Plasma Weapon Deployment: 0 + 1 * 31 + 65 = 96/70
Advanced ECCM Development: 0 + 1 * (31 + 5) + 19 = 55/40
Department of Munitions: Auto
Security Review (Services): 0 + 1 *29 + 84 = 113/60

Security Review (LCI): 0 + 1 *29 + 28 = 57/60 Omake Complete
Transfer Funding to InOps -60R: Auto
Interdepartmental Favors: Auto
-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


Housing: 65 + 1 BoA = 66
Population in Low Quality Housing: 16 - 1 BoA = 15
Energy: 15 + 4 DEA - 1 Home Robotics - 1 Dairy Ranches - 3 AEVA - 1 Hospitals = 13
Logistics: 17 = 17
Food: 25 - 3 Dairy Ranches = 22
Health: 13 + 1 Polituiceplants + 4 Hospitals = 18
Capital Goods: 15 + 2 DIA + 4 CN Factory - 1 Home Robotics - 3 Vein Mines - 4 AEVA - 1 Hospitals = 12
Capital Goods Reserve: 223 + 12 = 235
STUs: 11 = 11
Consumer Goods: 154 + 10 Growth + 4 Home Robotics + 6 Dairy Ranches = 174
Labor: 38 + 2 Growth + 1 Home Robotics - 1 Dairy Ranches - 1 Hospitals = 39
Tiberium‌ ‌Processing‌ ‌Capacity‌: 2610 + 80 Vein Mines = 2690/3350
Taxation Per Turn: 75 + 15 Private Industry = 90

Projected Reserve: 1215 Current Income + 5 Reserve - 1140 Expenses* = 80 R
Projected Income: 1215 + 15 Private Industry - 10 DEA + 80 Vein Mines - 20 DoM - 60 IntOps = 1220 RpT
Projected Budget: 1220 + 80 = 1300 R

Political Support: 54 + 20 Favors = 74

*The winning plan's budget appears to be 15 R over what it should be as its listed at 1155 and the sum of the departments is: 100 + 110 + 95 + 105 + 140 + 320 + 50 + 160 + 60 = 1140

Edit:
Plan Goals:
Provide 77 64 Consumer Goods points from the Treasury
Provide 27 21 Consumer Goods from Agriculture
Increase Income by 695 600
Increase Tiberium Processing limit by 920
Increase population in space by 17.95k
Provide 28 Points of Red Zone Abatement
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn
Complete Karachi Planned City by end of 2065
Complete Chicago Planned City by end of 2065
Deploy Medium Tactical Plasma Weapons
Deploy Orca Wingman Drones by end of 2065
Deploy Services AEVA
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Develop and deploy Conestoga class
Complete at least 3 Blue Zone Inhibitors by end of 2065
Compete Dairy Ranching Domes Phase 2 by end of 2065
Complete 1 of Nuuk, Reykjavik, Bergen
Complete all phases of Red Zone Border Offensives before 2064
Complete SADN Phase 4
Complete at least 5 Ground Forces Zone Armor factories
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
Complete 2 phases of Reforestation Campaign Preparation
Complete Gravitic Shipyard Bay
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active.
Spend no more than two free dice per turn on Military.
Activate Munitions Department
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan.
Complete Improved Hewlett Gardener Refits before end of plan
 
Last edited:
Advanced Electronic Video Assistant Deployment 167+32+32=231/200

Which field was this in? Cause we just gained +3 field dice and that could have put us over, if we hadn't also done spin-off actions.

[ ] Advanced Electronic Video Assistant Deployment
The Advanced EVA system will need substantial pools of computer supplies for deployment, but should substantially improve the overall output of the Initiative. It will also require significant assistance from the field, which makes it somewhat problematic for immediate deployment beyond the need for capital goods.
-[ ] Services (Progress 167/200: 20 resources per die) (+3 to field dice) (-4 Capital Goods, -3 Energy) (Locks 1 field die until project is complete) [31, 17, 26]
Carry over from unfinished last turns Video assistant.
 
I'd kinda like to do 1 die on each of the bays:
Medium Density Housing Bay 310/335 1 die 100% (or, yes, Erewhon for a 91% chance)
Fruticulture Bay 225/335 1 die 45%
Fusion Shipyard 380/475 1 die 60%
Gravitic Shipyard 292/430 1 die 17%

And then 1-2 free dice for
-[] GDSS Shala (Phase 4) 92/530 4 dice 80R 14%, 5 dice 100R 65%

Also possible. In that case, I'd personally do 1 die for each of the bays, 1 for the Security Review, and 2 for Shala. Erewhon would go... somewhere else.

Since we don't have the U-Series Alloys discount this turn, I can make a preliminary Array update for y'all. I haven't double-checked everything yet, so there may be some errors in here, but it's probably all correct.

You have the High Density Housing listed as 310/335 and the associated probabilities when it should be Medium.
 
Preliminary 2063 Q1 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: 387/995 Progress ~6 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 = 16 dice
60 Infrastructure dice for the rest of the Plan, 44 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

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: 144/325 Progress ~2 dice median
--Requires 1 Labor
--Provides 19 Energy

Heavy Industry Total = 46 dice
60 Heavy Industry dice for the rest of the Plan, 14 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: 235/690 Progress ~6 dice median
--Requires 2 Logistics
--Provides 8 Energy
--Provides 4 Capital Goods

Light and Chemical Industry Total = 21 dice
60 Light and Chemical Industry dice for the rest of the Plan, 39 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the completion of one Phase of Dairy Ranches, the Reforestation Projects, and the production of 21 Agriculture Consumer Goods.

Required Projects:
-Dairy Ranches Phase 2: 163/190 Progress ~1 die median
--Requires 1 Energy
--Requires 3 Food
--Requires 1 Labor
--Provides 6 Consumer Goods

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

Semi Required Projects:
-Dairy Ranches Phase 3: 0/190 Progress ~2 dice median
--Requires 1 Energy
--Requires 3 Food
--Requires 2 Labor
--Provides 6 Consumer Goods
--Note: Given roll over from Phase 2 we should only need 2 dice on average to complete Phase 3.

-Vertical Farming Projects Stage 4: 181/230 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
--Note Currently the Fruticulture Bay is a more efficient means of providing the Agri Con Goods then either the last phase of the Dairy Ranches or Vertical Farms Stage 4, however because Orbital is only barely not requiring free dice this analysis will leave the Dairy Ranches Phase 3 and Vertical Farms Stage 4 as they are.

Agricultural Total = 26 dice
72 Agricultural Dice for the rest of the Plan, 46 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, 600 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 9-13: 22/875 Progress ~10 dice median
--Requires 5 Capital Goods
--Provides ~150 RpT
--Provides 5 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 = 64 dice
84 Tiberium Dice for the rest of the Plan, 20 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:
-GDSS Enterprise Gravitic Shipyard Bay: 380/440 Progress ~1 die median
--Requires 1 Capital Goods
--Requires 2 STU
--Assuming this counts as deploying the Conestoga, no further Conestoga Class dice required

-GDSS Enterprise Fusion Shipyard Bay: 292/475 Progress ~2 dice median

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

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

-Space Population Commitment of 17950
--12250 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 4103 progress required. This implies 46 Dice needed for the remainder of the Space Population Commitment.
--Note: This has been decreasing do to the Alloy Foundries and do to the Housing Bays.

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

-GDSS Columbia Medium Density Housing Bay: 310/335 Progress ~1 die median
--Provides 800 Space Population

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

Orbital Total = 85 dice
84 Orbital Dice for the rest of the Plan, 0 available, 1 free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 4/285 Progress ~3 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

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 = 3 dice
48 Services Dice for the rest of the Plan, 45 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Department of Refits: 12 dice Max
--Note: This is assuming we take this this turn, if we do not the effective die cost will decrease by one.

-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
-Air Force Total = 3 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

-Next Generation Armored Support Vehicles: 0/80 Progress ~ 1 die

- Next Generation Armored Fighting Vehicles: 0/80 Progress ~ 1 die
-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
-Combat Laser Development: 0/80 Progress 1 die

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

-At least 12 Steel Talon dice
-Steel Talons Total = 12 die

Military Total = 68 dice
84 Military dice for the rest of the Plan, 16 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 14 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
--1 Required by Hospitals
--4 Required by SADN
--3 Required by Orca Wingmen Drone Deployment
--10 Required by GFZA
--6? Required by Governor A Deployment
--19 Provided by ICCF
--48 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: 12 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:‌ 22
--6 Required by Dairy Ranches
--12 Provided by GDSS Shala
--4 Provided by Vertical Farms
--3 Provided by Perennials
--Net: 35 Food

-Capital Goods: 12
--20 Required by Civilian Market
--5 Required by Vein Mines
--1 Required by Gravitic Bay
--1 Required by Hospitals
--1 Required by Orca Wingmen Drone Deployment
--5 Required by GFZA
--4? Required by Governor A Deployment
--24 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: 53 Capital Goods

-Consumer Goods: 174 current, Must produce 64
--36 Provided by BoA and CID
--12 Provided by Chicago Planned City
--16 Provided by North Boston Chip Fabricator
--12 Provided by Dairy Ranches
--4 Provided by Vertical Farms
--6 Provided by GDSS Shala
--Total Produced: 86
--Net: 260

-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
--24 Provided by Growth
--4 Required by Chicago Planned City
--2 Required by North Boston Chip Fabricator
--1 Required by ICCF
--3 Required by Dairy Ranches
--12 Required by Karachi Planned City
--1 Required by Hospitals
--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 ~34 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 600
--165 Provided by Private Industry (current 15 RpT/T tax growth)
--50 Provided by Border Offensives
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--150 Provided by Vein Mines
--17.5 Provided by RZ Harvesting
--50 Provided by RZ MARVs
--Total Produced: 627.5

-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, 67 Required, 24 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:
-DEA's effects moved to current case from worst case and 2CCF reduced in required phases as a result.
-Very High and Low Housing Bays removed as consensus appears to indicate they won't be picked, and dice have been transferred into the Extra Space Pop, no effective change in dice cost. Note the High, Medium, and Habitation Bays moved to semi required for accounting purposes.
-The poor roll on the vein mines requires an additional vein mine.
-Added new commitments for Fusion Shipyard, Hospitals, and Next Gen Vehicles

Any questions/comments are welcome
 
No more tiberium-derived margarine!

[Yes, it is probably possible to make margarine from tiberium products the same way it's possible to make plastics via chemical synthesis. No, I'm not seriously suggesting GDI ever did this]

In my defense, my plan would have been just as enthusiastic about the dairy ranches as Shadows' was. This was a point we agreed on. :)
"That rips through those aliens like a plasma-knife through Poly-butter" suggests that actually yes, GDI did make margarine from tiberium products.

Buy GDI brand Butter: Tiberium Crystal Free

I shudder to think about what the previous generations were eating.
 
I outlined my reasoning as to why five dice wasn't particularly convincing in this case, with the other concerns involved. If the other concerns had been addressed, I'd still have gone for five dice anyways. Since, as you note, something is better than nothing. But they weren't, and you made it clear earlier that you weren't eager to do a fourth phase of alloys next turn, so the concerns outweighed my desire for alloys.
----------------------
I think you're making a mistake to assume that you lost due to a 'heavy alloy plan', rather than a 'too many expensive projects simultaneously' issue. Basically, you pursued 4 expensive projects simultaneously (alloys, red zone refits, bergen, and InOps) which really curtailed your freedom. You couldn't cut InOps, but doing a security review in LCI (instead of HI) would have given you +30R to work with, cutting refits entirely would have given you 2 free dice, 2 tib dice, and 100R to play with (and putting one of those free dice on DAE would have given you +4 energy, relative to the expected +2.5 energy from a die on refits, at the cost of 10R). Or even downgrading the plasma weapons to combat lasers (+5R), or unmanned support vehicles (+10R), would have been pretty helpful for your plan cohesiveness.
Cutting the number of dice on Bergen would diminish the odds of actually completing Bergen Phase 4 in a timely manner, which I consider important, because we're going to need it, per my previous arguments for why two dice per turn on fusion reactors isn't going to cut it, even with DAE. Even with DAE, our maximum-effort attempts to pile up Energy surplus so that we can retire the first-generation fusion reactors will accumulate very slowly if we're limited to two dice per turn. To the point where if we start getting rumbles of "hey, we really need to start taking power plants offline NOW," we may not be able to do anything about it in time.

The ion power refits were, likewise, an immediate response to the same problem. I'm trying to build up enough of an Energy surplus that this doesn't become a long-lasting problem that's constantly dogging us throughout the rest of the plan. Keeping a substantial surplus, especially with no assurance of getting a fusion phase in Q4 or for that matter in Q1, means something's got to give. Of course, Shadows didn't have that problem so much. She was spending less Energy (for starters, by not trying to build the alloy foundries), and the DAE does give that +4. So you may ask:

And a lot of people really want DAE, so I expect that change alone would have put you over the top, with how narrow the vote totals are.
"Simon, why don't you want DAE in your plans," you may ask.

And, well, I've already explained that a lot and people find it annoying when I repeat myself at extreme length, so it boils down to "I would rather be spending Heavy Industry dice on fusion reactors than on DAE." So no, I considered doing DAE premature, and I wasn't going to add that to my plan, especially not for the sake of adding more alloy dice because that's counterproductive in the long run.

We will have more trouble, not less, keeping up rapid investment in alloys now that we've founded the DAE.

So you may want heavy alloy plans, but I think the choices we've already made and the shifting winds involving the thread's attitudes on alloys make it unlikely that such a plan will succeed in 2063Q1, or that it would be a good idea to try even if it could succeed.

Rather than continue to lobby for rapid alloy rollout and push against what I see as the verdict of this vote, I'm going to shift to a more gradual alloy rollout that lets us do more in the short term to resolve our (next) Energy crisis.

No, it says 2 quarters to begin, 6 to complete.
Ah. I must be misremembering. Well, I was already planning on SADN dice anyway in spite of everything I've said, so that's nice.

Though I really don't think Al-Isfahani will react to Karachi by nuking Mecca, or for that matter any of the other key strategic targets on the SADN Phase 1+2 target list. SADN Phase 3+4 might make more of a difference, but that strains the limits of what we can get coverage for by 2063Q4 if you ask me.

Honestly, I suspect Al-Isfahani is seriously considering joining the Caravanserai or making a similar deal. He's a canny survivor. Karachi will isolate his territory, and going nuclear to stop Karachi will turn him into GDI's Punching Bag #1 on a level he can't survive in the long run. His backline has already been eaten by tiberium, with Red Zones Kane created sweeping across nearly the entire Middle East and destroying most of the lands he once controlled to such advantage.

He has a strong incentive to just quietly switch sides, with at most a perfunctory show of conventional force to make sure we don't take him for granted.

[] Plan: City Fortress
-[] Infrastructure (5 dice, +27 bonus, 100R)
--[] Chicago Planned City (Phase 5) 387/995 (5+4 dice, 100R, 91%)
Rationale: Get Chicago done, man!

-[] Heavy Industry (5 dice + 6 Free, +34 bonus, 320R)
--[] U Series Alloy Foundries (Phase 3) 186/550 (5 dice, 200R, 87%)
--[] Chicago Planned City (Phase 5) (4 dice, 80R)
--[] Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325 (2 dice, 40R, 39%)
Rationale: Alloys for the Alloy God! Discounts for the Discount Throne! Trying get Chicago done, and hopefully push close to, if not complete the CCF Plant.
From my point of view, you're trying to do what I did last turn, and last turn, I lost. The combination of intense alloy rollout (as the next wave of STU-eating competitors show up) and low Orbital dice spending probably won't go over very well. Also, there's a real danger of you effectively wasting Free dice trying to give Chicago Phase 5 a 90% or higher chance of completion. The project's not so essential that it's worth spending extra Free dice to kick the completion chance up that high.

-[] Tiberium (7 dice, +39 bonus, 200R)
--[] Tiberium Vein Mines (Stage 9) 22/175 (2 dice, 40R, 73%)
--[] Improved Hewlett Gardener Refits (Phase 1) 0/240 (4 dice, 140R, 99%)
--[] Tiberian Prediction Algorithms 75/120 (1 die, 20R, 95%)
Rationale: More Vein Mine money, and we need to start on the IHG refits since we promised them, and Chicago is about to give us some processing breathing room.
I respect the reasoning behind the aggressive IHG push. Personally, I think there are other Tiberium projects we should pursue, but I'm thinking about it.

As for your orbitals, it frustrates me considerably that we're now in a position where we have four unfinished bays and feel like we "have to" complete them all at all costs even if that means making no further progress on the station cores. Even if Shadows' hope that doing a huge amount of bay construction would ease the pressure on Orbital (questionable, since the total amount of space construction being done is if anything higher)

Also, you are, again, setting us up to waste dice. A project at 380/475 does not need two dice in orbital where we have something close to a +40 bonus on the dice; one-and-one on two subsequent turns is perfectly acceptable.

With that said, Erewhon on the space housing seems like an interesting possibility. Especially if it actually learns anything from Occult Studies. :D

This is important to me to be honest. We put work into it last turn (from this new plan's perspective) and so I think it is only logical that we put work into it this turn to finish them all.
If so, then... it was, in hindsight, a very bad idea to start four different bay projects simultaneously, all of which were mathematically unlikely to finish. Because now we're locked into spending an additional four (?) to six or seven (!?) dice as a moral principle to finish all those bays right away?

That seems ill-advised.

It's one thing to invest one or two dice to finish something you started, alongside other priorities.

It's another thing when you do a giant fourteen-die extravaganza using all available Free dice on Orbital projects (in response to the reports that your construction crews are overworked, no less!)... Then feel obliged to spend next turn doing literally nothing but finishing up all the projects you didn't finish last turn because of the broad dice allocation.

Personally, I fully expect our Results post to be something like:

...

"Orbital construction crews are exhausted and overworked from trying to do four projects on three stations simultaneously after already complaining of overwork when working on only two stations. Accident rates have risen, AgathaH's plushies have abandoned the Starbound Party to vote Socialist and agitate to form a labor union demanding better working conditions for space people, and there's this hotshot blond kid in the Steel Talons who's taken to painting his 'mech red and screaming about Earthnoid oppression or something, while staring yearningly at pictures of really big retrorockets."

...

That's not a situation I want to have to deal with along with "oh, and we're committed to delaying the core stations another three months to finish all those bays, that's just the way it is now."

Because ain't nobody got that much booze of that good a quality, except for Kane, who's holding out on us.
 
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Mathpost:
Chicago Planned City (Phase 5) 387/995
Second Generation Continuous Cycle Fusion Plants (Phase 1) 144/325

Low Velocity Particle Applicator Development 106+15=121/120
Microfusion Cell Development 87/60
Division of Alternative Energy Autosuccess

Bergen Superconductor Foundry (Phase 4) 235/690
Carbon Nanotube Foundry Expansions 289/280
Home Robotics Factories 222/140
Dairy Ranches (Phase 1) 358/195
Phase 2 163/190
Tarberry Development 105/40
Poulticeplant Deployment 204/150

Vertical Farming Projects (Stage 4) 181/230
Tiberium Vein Mines (Stage 6+7+8) Phases 6+7+8: 547/525 Phase 9 22/175
Tiberian Prediction Algorithms 75/120
Medium Density Housing Bay 310/335
Fruticulture Bay 225/335
Fusion Shipyard 380/475
Gravitic Shipyard 292/430

Conestoga Class Development 132/60
Advanced Electronic Video Assistant Deployment 231/200
Regional Hospital Expansions (Phase 1) 299/295
Occult Investigations 38/30

Zrbite Sonic Weapons Deployment (Phase 1) 317/380 NAT 1
Ultralight Glide Munitions Development 84/40
Medium Tactical Plasma Weapon Deployment 96/70
Advanced ECCM Development 55/40
Department of Munitions Autosuccess
Security Review (Services) 113/50
Security Review (LCI) 57/50
Well it sucks that Chicago did so poorly, but at least it's getting attention these days, and that's good. LVPA and MFCs finally getting off the ground is very welcome. Better manufacturing is always good, and long lasting, man portable power will solve so many problems in making advanced tools and weapons more practical. Would've liked the next gen grav plates, but I'll just vote for that next turn. DAE is good, mostly in that it means we're fussing less over power. I've said it before and I'll say it again, but I don't want to read about power plants getting thrown up. Tiberium plants maybe, but that's just because they inject some drama into the energy reports.

I'm annoyed at Bergen over myomer, but whatever. CNTs are just cap goods. Home robotics are okay, but I'm mostly hoping for it to lead to labor savings technologies elsewhere.

DIARY RANCHES YES! Almost to phase two even! Though my enthusiasm is tempered somewhat by the knowledge we don't have quite enough cows or goats for them. But one step at a time. Tarberrys might be interesting, but they probably won't supply that much energy. Poulticeplants I have higher hopes for in regards to health.

Vein mining did pretty good, though the income rolls could've been better. A shame about the prediction algorithms, but it'll probably be fine with just another die.

Space did bays. I usually don't have much of an opinion on what goes on there, but here I'll at least recommend a die each on the ship yards.

IThe Service AEVA finished, hospitals finished. These are both good. Oh and the occult thing. Don't see much of value coming out of that, but I'm glad everyone is having fun.

Military. Zerbite getting that nat 1 sucks, but word GM makes it seem like delays, so definitely not as bad as it could've been. And the Talons finally got their Plasma weapons! I hope they have fun with them. The Munitions Department getting founded is kinda annoying, but it's not that big of a deal.

All in all, I'd call this a good turn.
 
Buy GDI brand Butter: Tiberium Crystal Free

I shudder to think about what the previous generations were eating.
en.wikipedia.org

Margarine - Wikipedia


You can make margarine from literally coal, at least sort of, so I figure you can make it from tiberium. And it'd have no more actual tib in it than the steel beams and big slabs of plastic we fabricate from tiberium do.

I'd vote for it.

As a note, everyone, I won't be putting up a plan next turn. Plan making and the resulting days of uncertainty while voting happens causes me anxiety, which makes my heart do weird stuff. Going to take a turn off of that (in addition to a whole bunch of other stuff I normally do) to see if it helps.

My only suggestion on the Orbital front would be to just focus on finishing one or two of those started bays per turn and continue setting up the cores proper. Something like 4 dice on Shala for phase 4/1-3 Bay dice/remainder on Columbia to keep it moving.
I appreciate your feelings in the matter, and am glad you seem to broadly concur with my priorities by coincidence, because I respect that you did some interestingly different things this time and am looking forward to how they play out.

I do hope that my expressed concerns about the bay thing don't come across as an attack. It was a bold, interesting thing to try, and for much the same reasons I felt happy going ahead with "Erewhon on Occult Studies on Halloween," I feel happy at least trying this to see what happens.

I agree that getting back to the cores is a good idea.

I'm hoping I didn't aggravate your anxiety. I really didn't mean to, and I tried not to be argumentative with you in particular about the plans during the vote, or at least less argumentative.

we should do things just because they are plan commitments but because that are beneficial and needed , having the ASAT network upgraded means that we reduce the risk of Nod and Kane making a move on our space assets , cause it would suck a lot of Nod figured how to stick one of those ion cannon proof shields on a nuke and started blowing our space works up for example
Yes, but we have only so many Military dice at a time, and there's no clear bright line between "things that are a good idea" and "things that are plan goals." The plan goals aren't irrelevant side issues we're pursuing for dumb reasons, after all. And last Plan we kind of hurt ourselves by pushing a lot of them off to the last minute (including space defense priorities) in order to pack in as many "oh, this makes sense but isn't a plan target" priorities as possible.

So I'm going to stand by "build SADN on Earth first, upgrade ASAT further second."
 
DIARY RANCHES YES! Almost to phase two even! Though my enthusiasm is tempered somewhat by the knowledge we don't have quite enough cows or goats for them. But one step at a time. Tarberrys might be interesting, but they probably won't supply that much energy. Poulticeplants I have higher hopes for in regards to health.

Not yet, not yet.

But we will.

GDI's herds will provide a vast flow of milk in the future, it just needs most of a decade to get to that future.
 
I appreciate your feelings in the matter, and am glad you seem to broadly concur with my priorities by coincidence, because I respect that you did some interestingly different things this time and am looking forward to how they play out.

I do hope that my expressed concerns about the bay thing don't come across as an attack. It was a bold, interesting thing to try, and for much the same reasons I felt happy going ahead with "Erewhon on Occult Studies on Halloween," I feel happy at least trying this to see what happens.

I agree that getting back to the cores is a good idea.

I'm hoping I didn't aggravate your anxiety. I really didn't mean to, and I tried not to be argumentative with you in particular about the plans during the vote, or at least less argumentative.

No, you're fine. My competitive streak causes the anxiety, not the people as a general rule.

But, yeah. I picked the Bays I did because I expect them all to help us finish our goals and am glad that the curse that hit my rolls this time only effected them... mildly. With the exception of the Fruticulture Bay, which was swingy as hell.
 
@doruma1920

What happens if we add to the list of semi-required Heavy Industry projects "build enough new fusion plants to replace all the old plants completed up through 2060Q4, by 2065Q4?"

Because given that we can't count on those plants having more than about a five year lifespan in active heavy use, we really do need to replace them. By 2060Q4 we were already completing Phase 9... which means all +144 Energy worth of those plants has to come out of Heavy Industry, Tiberium, Agriculture, or some combination of the above.

You have us hitting +12 Energy with only one phase of new reactors, but that doesn't take replacing the old reactors into account. That leaves 132 Energy to go.

Assuming we don't take any ion power refit phases or liquid tiberium power plants...

Seven phases of second-generation fusion reactors at +19 Energy per should suffice (+133 Energy). At current project costs that's 7*325 = 2275 Progress or about 27 Heavy Industry dice, kicking us from

60 Heavy Industry dice for the rest of the Plan, 14 dice available, 0 free dice required
down to
60 Heavy Industry dice for the rest of the Plan, 0 dice available, 13 free dice required

Of course, we can ease the pain a bit by using our very plentiful Agriculture dice (but I doubt tarberries are good for more than about +10 to +20 Energy total) and to some extent our less plentiful Tiberium dice (ion power refits). And we may be able to nurse some of the last first-generation fusion plants along into 2066 or even 2067, kicking the can down the road into the Fifth Four Year Plan.

But yeah, it's a sticky situation.
 
Since we don't have the U-Series Alloys discount this turn, I can make a preliminary Array update for y'all. I haven't double-checked everything yet, so there may be some errors in here, but it's probably all correct.

Preliminary 2063 Q1 Four Year Plan Required Dice


Sidenote. Thanks for doing this. Both of you.

If so, then... it was, in hindsight, a very bad idea to start four different bay projects simultaneously, all of which were mathematically unlikely to finish. Because now we're locked into spending an additional four (?) to six or seven (!?) dice as a moral principle to finish all those bays right away?

That seems ill-advised.

I disagree. Shotgunning dice across projects that have low chance of completion, but still a chance means we maximise the odds of those projects completing with a minimal dice investment.
 
Sidenote. Thanks for doing this. Both of you.

I disagree. Shotgunning dice across projects that have low chance of completion, but still a chance means we maximise the odds of those projects completing with a minimal dice investment.
Our crews were, as I noted, complaining of overwork and rush jobs at a roughly ten-die expenditure on two stations. Now we split more or less the same workforce across four projects at three sites and spent a total of thirteen dice on the projects.

I'm not saying we shouldn't have shotgunned, but I don't think we made it easier for ourselves by giving the target both barrels at once.

And my original point was, we're not morally obliged to finish all four of those bay projects in the very next turn. We're certainly not obliged to double down and spend two dice on any of them, which would defeat the purpose of using shotgunning and minimal dice expenditure in the first place.
 
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I disagree. Shotgunning dice across projects that have low chance of completion, but still a chance means we maximise the odds of those projects completing with a minimal dice investment.
You misunderstood the context.

Simon was responding to a plan that put two dice on several of the hubs to guarantee finishing them next turn out of a sense of perceived moral obligation.

He wasn't saying not to work on them. Just that trying to guarantee finishing all of them next turn wasn't a good idea.
 
And my original point was, we're not morally obliged to finish all four of those bay projects in the very next turn. We're certainly not obliged to double down and spend two dice on any of them, which would defeat the purpose of using shotgunning and minimal dice expenditure in the first place.

I agree with the latter part. At a very rough estimate. My current idea is 1 dice on each of the partially completed bays, 3 dice on columbia, and 3 free dice more in orbital, probably on shala.
 
What happens if we add to the list of semi-required Heavy Industry projects "build enough new fusion plants to replace all the old plants completed up through 2060Q4, by 2065Q4?"

Currently my analysis has a 30 Energy expense listed in the 'Economic Targets/Factors' tab Energy Section for replacing CCF. That is only a little over 20% of the Energy needed to replace the plants. If we wanted the energy to replace all of the CCF plants we would need 7 phases of 2CCF, counting the one we currently have. Additionally that would mean we'd need 9 Free dice in Heavy Industry, assuming we were still planning on completing the Alloy Foundries through Phase 5.


Edit:
Should we focus on one core station rather than invest in them equally?

Im my opinion not putting the 1-2 dice each needed to wrap up the bays we've started this turn is a mistake as it is leaving something we want to complete undone. I'd be fine with just one die on each of the Gravitic, Fusion, Medium Housing, and Fruticulture Bays. That minimum leaves 3 dice and I'd put those into Shala, ideally with 2 Free dice to give it a decent chance of completing Phase 4.

That said, I do understand Simon's concern about overworking the crews. Slowing things down is not anathema, especially as the math implies we have some more wiggle room then we did earlier.
 
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Should we focus on one core station rather than invest in them equally?

I think the problem is that we're trying to "use 9 women to create a baby in 1 month."

yes. There's a lot of work we're putting on orbital. 10 dice, or 14 dice. But I think, that trying to do 10 dice on one station is worse than trying to put 10 dice spread out on 3 stations.

edit: Beyond that, more people living and working in space, and better rations for them, should directly translate into better working conditions for them.
 
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In the snippets about the stations the narrative seems to be that focusing on one station would cause accidents, cut corners, rough edges, and a overall less good result.

Now we took a turn off them this time, so it's quite possible that the teams on them are taking the break to fix things up and focusing on one next turn would be completely fine.

But splitting it to 3 dice on each would probably be for the best.

That should give plenty of leeway to attempt finishing a station the turn after next if a station gets close enough to completion to give it a shot.

And I mean like a 30-40% chance of completion. Orbital dice are precious and taking another turn to finish up one station with a dice or two while focusing the rest on the other is fine.
 
Should we focus on one core station rather than invest in them equally?
I fail to see any immediate or long-term advantage to doing so.

Im my opinion not putting the 1-2 dice each needed to wrap up the bays we've started this turn is a mistake as it is leaving something we want to complete undone.
I do not think we are obliged to finish all four of the things we've started immediately, next turn. Especially since realistically they won't all finish anyway unless we greatly overcommit dice.

Personally, I'm aiming to avoid spending Free dice on Orbital. We've spent ten Free dice on the category in the past two turns now, as I recall. Everyone's got to be horribly overworked by now. This is as bad a "crunch" as when we threw literally everything at the stabilizer constellation, if not worse.

I get that the category's important, believe me, but I think we're in serious danger of causing problems by sheer frenetic overpressure, especially as we start squeezing in extra-extra projects like the fruiticulture bay.
 
So. Working from Doruma's mathpost here.

Income + Non-Bank Reserves: 1300 R

Budget:
1145/1300 R
7/7 Free Dice

==Issues==
ENERGY BALANCE:
13 (baseline) +4 (DAE) -2 (vertical farms) -1 (dairy) -3 (HI AEVA) -2 (zrbite guns) -3 (BZ-6)
->
+6 Energy (possible +19 from fusion, +? from tarberries)

FREE DICE:
2 on Infrastructure
3 on Heavy Industry
1 on Tiberium
1 on Military



[] 2063Q1 Draft Plan Attempting To Alleviate Orbital Overtime

-[] Infrastructure (5/5 Dice + 2 Free dice, +27 bonus, 100 R)
--[] Chicago Planned City (Phase 5) 387/995 (5 dice, 100 R) (32% chance)
--[] Rail Network Construction Campaigns (Phase 5) 39/295 (2 dice, 30 R) (1% chance)

-[] Heavy Industry (5/5 Dice + 3 Free Dice, +34 bonus, 180 R)
--[] Chicago Planned City (Phase 5) 387/995 (2 dice, 40 R) (see above)
--[] 2nd Gen. Repulsorplate Development 0/60 (1 die, 20 R) (95% chance)
--[] 2nd Gen. CC Fusion Plants (Phase 1) 144/325 (2 dice, 40 R) (53% chance)
--[] U Series Alloy Foundries (Phase 3) 186/550 (2 dice, 80 R) (2/4 median)
--[] AEVA Hungers

-[] Light Industry (5/5 Dice, +24 bonus, 150 R)
--[] Bergen Superconductor Foundry (Phase 4) 235/690 (5 dice, 150 R) (15% chance)

-[] Agriculture (6/6 dice, +29 bonus, 95 R)
--[] Vertical Farming Projects (Stage 4) 181/230 (1 die, 15 R) (96% chance)
--[] Dairy Ranches (Phase 2) 163/190 (1 die, 20 R) (100% chance)
--[] Spider Cotton Plantations (Phase 1) 0/160 (2 dice, 30 R) (72% chance)
--[] Tarberry Plantations (Phase 1) 0/??? (2 dice, 30 R) (??% chance)

-[] Tiberium (7/7 dice + 1 Free die, +39 bonus, 195 R)
--[] Tiberium Vein Mines (Stage 9) 22/175 (2 dice, 40 R) (83% chance)
--[] IHG Refits (Phase 1) 0/240 (3 dice, 105 R) (80% chance)
--[] Tiberian Prediction Algorithms 80/120 (1 die, 20 R) (100% chance)
--[] Tiberium Inhibitor Deployment (BZ-6 Japan) 0/90 (1 die, 30 R) (65% chance)
--[] Security Review

-[] Orbital (7/7 Dice + EREWHON!!!, +34 bonus, 170 R)
--[] Medium Density Housing 310/335 (E die, 20 R) (91% chance)
--[] Gravitic Shipyard 292/430 (1 die, 30 R) (17% chance)
--[] Fusion Shipyard 380/475 (1 die, 20 R) (60% chance)
--[] GDSS Columbia (Phase 5) 146/1065 (2 dice, 40 R) (2/10 median)
--[] GDSS Shala (Phase 4) 92/530 (3 dice, 60 R) (3/5 median)
---[] I promise we will finish the fruticulture bay very soon
---[] But I think we need to focus on Plan targets and pacing ourselves.

-[] Services (4/4 Dice, +35 bonus, 60 R)
--[] Heavy Industry AEVA (3 dice, 60 R) (92%)
--[] Security Review

-[] Military (7/7 Dice + 1 Free die, +31 bonus, 165 R)
--[] Zrbite Sonic Weapons Deployment (Phase 1) 317?/380 (3 dice, 60 R) (??% chance)
---[] I'm budgeting for the possibility of increased Progress cost or something
--[] Ground Forces Zone Armor (Set 1) (Phase 6) 28/165 (1 die, 20 R) (10% chance)
--[] SADN (Phase 1) 0/250 (3 dice, 60 R) (57% chance)
--[] Combat Laser Development 0/80 (1 die, 25 R) (72% chance)

-[] Bureaucracy (4/4 Dice, +29 bonus, 0 R)
--[] Security Review (Services) (1 die) (95% chance)
--[] Security Review (Tiberium) (1 die) (95% chance)
--[] Security Review (Bureaucracy) (1 die) (95% chance)
--[] Security Review (Bureaucracy) (Chasing Own Tail)

(EDIT: Note to self, this reflects some confusion about which security reviews need doing. I'll untangle this later)

Infrastructure:
Chicago is important, but I'm trying to plan ahead here. It's not a disaster if Chicago Phase 5 doesn't finish until 2063Q2, and we're planning in 2063Q2 to do a big push on the Australian Red Zone. We should work on the railroads supporting it, along with aggressive efforts to get Chicago close to completion.

Heavy Industry:
I'm trying to manage slow progress on the alloy foundries (the kind that won't break the budget) while also pushing Chicago and wrapping up another one of our research projects. Notably, the sheer scale of remaining projects (alloys, North Boston, probably a LOT of fusion reactors) means that I am coming out in favor of doing the AEVA for this category. There's just so damn much to do, and much of it comes from the kind of high-rollover project that AEVAs are almost perfect for.

Light Industry:
Bergen is now no longer a 'nice to have.' It's the sole major source of one of our most critical industrial goods, because it's gonna go into a lot of our power plants soon. We need to push it.

Agriculture:
We are just a few dice away from having our commitment to feed people the good stuff in the bag, or nearly so. Realistically, we'll hit the target before election day, let alone before the end of the Plan. Because both Energy and Capital Goods are in limited supply, I'd like to do at least one phase each of spider cotton (finally) and tarberries before we pivot to start working on the reforestation project. We have practically all the Agriculture dice in the world, so we can afford to relax a little and pursue sidequests.

Tiberium:
I'd like to keep up at least some vein mining while shifting some effort to the IHG refits, just to make a start on those and ensure we get some experience working on the new plants as soon as possible, along with the new ones that will come online when Chicago is ready. I also want to finish work on the prediction algorithms... And since we don't have any single thing that demands our Free dice, I'd like to invest in one of the Blue Zone inhibitors we promised to build. Japan, a land with high seismic activity and thus a relatively high risk factor for "tiberium meet lava" events, seems like a good place to start.

Orbital:
I'd like to push the bulk of our efforts back onto the core stations, slow-walk the remaining bays to completion, and just generally take it easy. If people scream at me about leaving the fruitculture bay un-worked-on for three months, I'll flip a die over there, but I really think it's just... excessive to stress about it. As I've discussed, I suspect our orbital crews are very overworked and badly need a break.

Services:
We've made some progress on health care infrastructure. I'd like to get the Heavy Industry AEVA done, because we need it.

Military:
No surprises here. I want to push to get the zrbite guns done (if it turns out we only need two dice to complete the phase, I'll shift dice around). Getting a start on SADN seems important too; it's something I've been wanting to do for a while. I'm convinced that there are likely to be narrative shifts surrounding the completion of the Set 1 Ground Force Zone Armor plants, just as there was a significant narrative shift when we finished the sixth of ZOCOM's set of plants long after the others. So we should slow-walk that last plant at Santiago to completion rather than leaving it to languish.

Bureaucracy:
Security reviews. We're close to having our backlog of security reviews mostly trimmed back to something manageable. Given how the budget's looking, I'm seriously considering throwing InOps their next wave of money in 2063Q2, especially given that we'll have Red Zone stuff on the way then.
 
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