[X] Plan Yellow Zone Industrial Complex
[X] Plan The Crunch is Coming
 
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It's a little bit of a meme but I made a plan that tries to spend money on the expensive things we've still gotta do before the budget evaporates, and more importantly I think spams a bunch of Red Zone mining so that next turn or two it can be paired with "The Crunch is Here" where we do as many dice as we can afford on glacier mining plus Saarland/Tib processing to get our income back. It'll really sting for two turns but it'll minimize the effects of the budget crunch overall, I think just biting the bullet and getting it over with and damn whatever other sectors have to get cut is a decent strategy as long as we're sprinting directly for a specific goal and not just making that general policy.

[X] Plan The Crunch is Coming
Infrastructure (6 dice + 1 Free)
-[X] Blue Zone Reconstruction (Phase 2), 3 dice (30 Resources)
-[X] Yellow Zone Fortress Towns (Phase 1), 3 dice (60 Resources)
-[X] Security Reviews (Infrastructure)
Heavy Industry (3 dice)
-[X] Blue Zone Power Grid Reconstruction (Phase 3), 3 dice (30 Resources)
Light and Chemical Industry (3 dice)
-[X] Lithium Battery Plants, 3 dice (30 Resources)
Agriculture (3 dice)
-[X] Novel Crops Experimental Laboratories, 1 die (20 Resources)
-[X] Medium Strategic Food Stockpile
-[X] Security Reviews (Agriculture)
Tiberium (6 dice)
-[X] Red Zone Tiberium Harvesting (Phase 5), 6 dice (150 Resources)
Orbital (3 dice, 2 fusion)
-[X] GDSS Enterprise (Phase 2), 2 dice (40 Resources)
Services (3 dice)
-[X] Tertiary Schooling, 1 die (5 Resources)
-[X] Expand Local Public Media Operations, 2 dice (20 Resources)
Military (3 dice)
-[X] Apollo Fighter Factories (Toronto), 2 dice (30 Resources)
-[X] Shell Plants (Phase 1), 1 die (10 Resources)
Bureaucracy (3 dice + 4 Free)
-[X] Security Reviews (Infrastructure), 2 dice
-[X] Security Reviews (Agriculture), 2 dice
-[X] Private Industry Regulation Lobbying, 3 dice
Total cost: 425R (0 reserved)
 
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I'm willing to gamble on the 80-something percent chance of finishing the Enterprise on only two dice so I can put that last 30R into more Yellow Zone housing instead, but if somebody likes the plan in general except that's just too much of a dealbreaker let me know. I'm willing to make a variant that drops a die on Fortress Cities to get a third on Enterprise instead, or hell you just make it yourself if you want you have my full blessing.
 
I agree that once we complete the goal by building enterprise phase 2 we should build ASAT but not at this time as ASAT benefits from fusion dice and will be 30-40R cheaper if done that way(it could complete with 3 dice at 60R or 4 at 80R) instead of 120R for doing it with non fusion dice.
 
[X] Plan finish things and Commitments also prepare for next plan v2
Resources: 80+50+30+20+155+70+5+10=420/425
Free Dice: 5/5
Infrastructure 6/6D 80R
-[X] Blue Zone Reconstruction (Phase 2)(Progress 291/450: 10 Resources per die) (+ Logistics, + Health) 4D 40R
-[X] Yellow Zone Fortress Towns (Phase 1)(Progress 124/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification) 2D 40R
Heavy Industry 5/3+2D 50R
-[X] Blue Zone Power Grid Reconstruction (Phase 3)(Progress 201/500: 10 Resources per die) (- Labor, +++++ Energy) 5D 50R
Light and Chemical Industry 3/3 30R
-[X] Lithium Battery Plants (Progress 0/190: 10 resources per die)(+ Logistics) (makes military developments cheaper) 3D 30R
Agriculture 1/3D
-[X] Novel Crops Experimental Laboratories (Progress 183/200: 20 resources per die) 1D 20R
Tiberium 6/6D 155R
-[X] Red Zone Tiberium Harvesting (Phase 5)(Progress 22/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation) 5D 125R
-[X] Tiberium Processing Plants (Phase 1)(Progress 0/200: 30 resources per die) (+500 processing potential) (--- Energy, -- Logistics) 1D 30R
Orbital Industry 4/3+1D 2/2FD 70R
-[X] GDSS Enterprise (Phase 2)(Progress 117/200: 30 resources per die) 3D 2FD 70R
-[X] Security Reviews 1D
Services 1/3 5R
-[X] Tertiary Schooling(Progress 459/500: 5 resources per die) (--- Labor) 1D 5R
Military 1/3 10R
-[X] Shell Plants (Phase 1)(Progress 94/150: 10 Resources per die) (-- power) 1D 10R
Bureaucracy 5/3+2
-[X] Private Industry Regulation Lobbying 3D
-[X] Security Reviews (Orbital Industry) 2D
 
[X] Plan The Crunch is Coming
Plan is lacking Yellow Zone Pipeline, which is sad. Voting for Security Reviews, Noodles are creeping closer.
 
[X] Plan foundations v2
-[X] Infrastructure 6/6 85R
--[X] Blue Zone Reconstruction (Phase 2) 291/450 3 dice 30R 73%
--[X] Yellow Zone Fortress Towns (Phase 1) 124/200 2 dice 40R 91%
--[X] Urban Metros (Phase 3) 1 die 15R 13%
-[X] Heavy Industry 3/3 +5 Free 80R
--[X] Blue Zone Power Grid Reconstruction (Phase 3) 201/500 6 dice 60R 83%
--[X] Saarland Heavy Industrial Plant 0/350 2 die 20R 15%
-[X] Light and Chemical Industry 3/3 dice 30R
--[X] Lithium Battery Plants 0/190 3 dice 30R 51%
-[X] Agriculture 3/3 40R
--[X] Novel Crops Experimental Laboratories 183/200 1 die 20R 100%
-[X] Tiberium 6/6 60R
--[X] Coordinated Red Zone Perimeter Harvests (Phase 3) 41/300 4 dice 40R 88%
--[X] Saarland Heavy Industrial Plant 0/350 2 die 20R 15%
-[X] Orbital Industry 3/3 dice 70R
--[X] GDSS Enterprise (Phase 2) 117/200 3 dice 70R 99%
-[X] Services 3/3 15R
--[X] Tertiary schooling 459/500 1 die 5R 98%
--[X] Technical School Program 121/300 2 dice 10R 35%
-[X] Military 3/3 30R
--[X] Shell Plants (Phase 1) 94/150 1 dice 10R 63%
--[X] Advanced Myomer Works 0/125 2 dice 20R 48%
-[X] Bureaucracy 3/3
--[X] Private Industry Regulation Lobbying 3 dice

390/435

The new version of my foundation plan, 2 dice on Saarland sets us up for an increase of refining capacity early next plan and solving the capital good crisis.
A large investment in blue zone power makes it almost sure we get it done and get a start on the next phase.
Only 390 resources are spent as we can use those next plan when the budget has been redistributed.
 
[X] Plan Power and ASAT

With reduced income and a large requirement of electrical power on almost every major project, getting more power now is critical to prevent needing to wait for further expansions in later turns.
 
Plan is lacking Yellow Zone Pipeline, which is sad.
I'm saving them for next turn because they're dirt cheap, focusing Infra on more expensive things just for this last turn of plentiful budget, next turn when our budget gets slashed and most of what we do have goes into more Tib mining is the perfect time to do the 5R/die projects.



Re: the power plants, I don't think we desperately need it this turn, it's another good project to finish off in the first half of 2054 while we're short on budget. If we sprint through to the end of the power plants now what are we going to do next year? The factories everyone wants the power for are even more expensive, we won't have the money to build them anyways until we get a couple income generators going. Rushing the full stage of power now feels like jumping the gun just a little bit, next turn we're going to have like ~200R total budget and 150 of that is probably going to go straight down the glaciers/orbital cleanup hole. Saving the last few dice of the power grid for early 2054 sounds perfectly reasonable to me.

I'm also not super comfortable building dozens of long-term civilian nuclear reactors from "bare concrete slab" to "full operation" in three months, I know shock labor is so last century but even for GDI that feels like it's a bit much. I know we can throw up a field-expedient military model with prefabbed sections that fast but those are explicitly military field reactors that you probably don't want sitting next to your major urban area for 30 years.
 
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