I agree with you on this. We can't let the labor ratios get too unbalanced or we (I.E. GDI) will suffer increasingly significant societal issues. We need to see about creating some new unskilled labor jobs so that we can re-balance the ratio closer to what people are suited for, or at least look into it.
Pretty sure the service sector is picking up the unskilled labor, that doesn't go into the schools.
 
We are slowly transforming the economy from the GDI sector needing a lot of menial labour to it being available for private use.
However, we also need to invest in more education opportunities, as there aren't enough highly qualified people available for the private sector.
 
Unpopular fact. Realtalk for a second.

Education isn't a cure all. I'm sorry. But it's just not. It would be great to give everyone every opportunity to learn and excel, and, we should do that anyway.

But quite simply, some people simply aren't suited for schoolwork/office environments. People that prefer to work with their hands or in trades, or doing any number of physical, active jobs, or dealing with people face to face.

Intelligence runs on a bell curve. But it's not 'just' intelligence. People can be plenty intelligent and have zero aptitude for working in an office or whatever. Yes, ideally people would all have 'good' jobs that pay well and so on and so forth.

But well, the answer to automated farms freeing up labour isn't necessarily to send farmers to school. But, rather simply to plant more farms. With the sort of crops that do require human handling.
 
In case I was ambiguous:

I meant to convey that there should be many 'unskilled' positions available when the private economy gets going properly. But also that they are a bit lacking in 'skilled' labour to make sure that it gets going well.
We can't just upskill everyone away from basic roles. Many skilled roles rely on unskilled labour, and vice-versa.
 
What is considered unskilled and what is actually unskilled labour are definitions that are not the same.

Luckily, GDI has actually dug its way out of the economic pit it was in before the Third Tiberium War and ended up with an economy that draws substantially more wealth towards the poorer sections of the population than previously, and it does this in part by actively and aggressively supporting things like free schooling, encouraging people to study a subject just because they find it interesting even if they do not ever expect to use it in their job, arts grants, extensive cultural subsidies, small business grants, and so on.

That said, GDI is very much facing a similar problem Korea, Japan and China are looking at IRL; an aging population that is not making replacement rate, is only barely or not at all offsetting the difference with immigration, and with many members of the population getting old enough they are becoming less economically productive as they age, especially in physically demanding jobs. Mechanization will help a lot, but it might not catch everything.

What GDI really needs is boosts in birth rates, as soon as possible, because it's going to be 20 years before those kids are economically productive themselves and making them available later will demand more resources from an already stressed system now.
 
Fuckers trying to kill a guy whose research is giving good stuff to Nod too...

Why wouldn't they? It's Mehretu, one of the most militant and fanatical of NOD's commanders. From his point of view this whole DIplomacy business is weakening his position and capacity to wage war on GDI. He's like Gideon: He dies in any future in which we are successful enough.

And speaking of people that were assassinated this turn:

Going by thd Agriculture Mechanization text, among other things, in addition to our growing skilled labor shortage, we seem to growing unskilled labor abundance that's not balancing the equation. Because not everyone has the intellectual potential to do highly skilled labor. To me, this means we increasingly have people that aren't cut out for the GDI labor market. And this is a problem, because even though we do have social safety nets to keep everyone fed and housed, people still need something to do in a world getting possessed into glowing green death rock.

Honestly, kinda makes me not want to continue with Agriculture Mechanization. Even if it's less efficient, it's still something that can be done by Joe Average. That or we need to find something that can be done by a person, even if less efficiently then a machine, and find a reason to do a lot of it.

I agree with you on this. We can't let the labor ratios get too unbalanced or we (I.E. GDI) will suffer increasingly significant societal issues. We need to see about creating some new unskilled labor jobs so that we can re-balance the ratio closer to what people are suited for, or at least look into it.

We just lost Dr. Rima Alcard, our automation specialist. As such there will be at least some jobs that we won't be able to automate, at least in the short term, so the people who can't cut it on the education front will have some jobs to work. The question is will there be enough of those.

In any case there is one action we can take that is guaranteed to alleviate this issue:

[ ] Department of Distributed Manufacturers
Development of light industrial workshops across the Initiative is a critical component of long term industrial development. Instead of focusing on highly complex, and often experimental manufacturing processes, these will use older, tried and tested methods to produce significant goods that need less transport, and employ larger numbers of people.
(+1 Capital Goods per turn, -20 resources per turn, -1 Light and Chemical Industry die)

since the older, tried and tested methods are also more manual labor intensive.

Every child born now is a child we'll have to lift into space when the planet explodes. Better to run population as far down as possible.

The planet didn't explode in canon and we know the amount of people we need off world to get Kane to the negotiating table for the TCN: 20 Million.

Edit: Just saw the update on the newest mod post: The breaktrough is 03 on the NOD Gatcha: CABAL Cyborg Augmentation. This means that even single digit numbered breaktrough results are useful technologies. I expect we get a new small Services Action to retrofit our own cybernetics and maybe a small boost to labor from it.
 
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--[] U Series Alloy Foundries (Phase 4) 32/515 (6 dice, 240 R) (71% chance)

o_O I thought that the update stated:

] U-Series Alloy Foundries (Phase 3)
Demand for the U series alloys has been far from limited. Everywhere from Aerospace, to deep sea operations has significant demands, and even with alarms being sounded about the sheer need for STU's that this project is inducing, there are some who consider the limitation a small price to pay for the economic benefits.
(Progress 550/550: 40 resources per Die) (-4 Energy, -2 STUs) (5% discount on many projects)
(Progress 32/550: 40 resources per Die) (-4 Energy, -2 STUs) (5% discount on many projects)
[85, 16, 59, 32, 34]

that the U-Series Alloy Foundries are at 32/550.
 
My own preliminary plan after the results are in:

[ ] Plan Logistical Orbit v2.2:
-[ ] Infrastructure (5/5 Dice +27 bonus) 100 Resources:
--[ ] Yellow Zone Fortress Towns (Phase 7) 93/280/550 20 RpD, 5 Dice = 100 R 100%/21% ADC 8/62
-[ ] Heavy Industry (5/5 Dice + 5 Free Dice +34 bonus) 340 Resources:
--[ ] U-Series Alloy Foundries (Phase Edit 3: 4) 32/550 40 RpD, 7 Dice = 280 R 88% ADC 38
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/325 20 RpD, 3 Dice = 60 R 64% ADC 45
-[ ] Light and Chemical Industry (4/4 Dice +29 bonus) 800 Resources:
--[ ] Reykjavik Myomer Macrospinner (Phase 5) 553/1155 20 RpD, 4 Dice = 80 R N/A ADC N/A
-[ ] Agriculture (6/6 Dice +29 bonus) 80 Resources:
--[ ] Agriculture Mechanization Projects (Phase 2) 83/240 15 RpD, 2 Die = 30 R 66% ADC 42
--[ ] Spider Cotton Plantations (Phase 2) 60/170 15? RpD, 1 Die = 15 R 40% DC 61
--[ ] Tarberry Deployment 0/70/140 10 RpD, 1 Die = 10 R 80%/10% DC 21/91
--[ ] Strategic Food Stockpile Construction (Phase 5) 78/190 10 RpD, 1 Die = 10 R 33% DC 68
--[ ] Laboratory Meat Development 0/100 15 RpD, 1 Die = 15 R 50% DC 51
-[ ] Tiberium (7/7 Dice +39 bonus) 200 Resources:
--[ ] Improved Hewlett Gardener Refits (Phase 2) 45/240/480 35 RpD, 4 Dice = 140 R 99%/15% ADC 11/71
--[ ] Tiberium Inhibitor Deployment (BZ-7 Korea) 49/90 30 RpD, 1 Die = 30 R 100% DC 1
--[ ] Tiberium Inhibitor Deployment (BZ-9 SE Australia) 0/90 1 Die = 30 R 65% DC 36
--[ ] 1 Die locked for AEVA Deployment
-[ ] Orbital (7/7 Dice + Erewhon +34 bonus) 170 Resources:
--[ ] GDSS Columbia (Phase 5) (Updated) 324/1065 20 RpD, 3 Dice = 60 R 3/9 Median ADC N/A
--[ ] GDSS Shala (Phase 4) 229/530 20 RpD, 3 Dice = 60 R 37% ADC 57
--[ ] Gravitic Shipyard 392/430 30 RpD, 1 Die = 30 R 63% DC 38
--[ ] Fusion Shipyard 446/475 20 RpD, 1 Erewhon Die = 20 R 72% DC 29
-[ ] Services (4/4 Dice +35 bonus) 90 Resources:
--[ ] Advanced Electronic Video Assistant Deployment Tiberium 0/200 20 RpD, 3 Dice = 60 R 92% ADC 27
--[ ] Autodoc Systems Development 53/120 30 RpD, 1 Die = 30 R 89% DC 12
-[ ] Military (7/7 Dice +1 Free Die+ 2 AA Die +31 bonus) 185 Resources:
--[ ] Strategic Area Defense Networks (Phase 2) 149/295/635 20 RpD, 6 Dice = 120 R 100%/60% ADC 1/50
--[ ] Infantry Recon Support Drone Deployment 0/180 10 RpD, 2 Die = 20 R 49% ADC 52
--[ ] Ground Forces Zone Armor (Set 1) (Phase 6) (Very High Priority) 127/165 20 RpD, 1 AA Die = 20 R 78% DC 23
--[ ] Combat Laser Development (Tech) 43/80 25 RpD, 1 AA Die = 25 R 79% DC 22
-[ ] Bureaucracy (4/4 Dice +29 bonus):
--[ ] Administrative Assistance Ground Forces Zone Armor 2 Die
--[ ] Administrative Assistance Combat Laser Development 2 Die
-[ ] Total Cost: 100+340+80+80+200+170+90+185 = 1245/Edit:1300

- Infrastructure has 5 Dice on Yellow Zone Fortress Towns for a 100% chance and an Average DC of 8 to complete Phase 7 and a 21% chance and an Average DC of 62 to complete the Yellow Zone Fortress Town Action Chain. Why? Because:

Of the warlords capable of mounting a response, Krukov has been the most openly dramatic. Calling his banners, he has demanded that they reaffirm their loyalty oaths, and make ready for a continuation of their conflict with the Initiative. Additionally, he has begun proliferating the advanced technologies that he can manage to deploy, sending them down to even relatively minor warlords, although so far, they seem to have been severely bottlenecked by their lack of industrial capacity.
According to conventional analysis of the Brotherhood of Nod, this would be considered a bad idea. One of the major tools that the largest of the warlords have is their access to the greatest spread of technologies, the ability to maintain large forces with high tech equipment and the specialist troops needed to maintain and operate it. That Krukov is beginning to proliferate that down to even minor warlords is either an indication of great strength, or great weakness. Either he has managed to install a near entirely loyal contingent of subordinates, or he has such a tenuous hold on power that he believes he has little choice but to arm the people who may someday attempt to overthrow him in their own self interest.

Krukov is about to make a mess and I don't want it spilling into our territory.

- Heavy Industry has 7 Dice on Alloys for a 88% chance and an Average DC of 38 to get another round done and 3 Dice on the new Continuous Cycle Fusion Plants for a 64% and an Average DC of 45 to get +19 Energy and start building up a buffer for retrofits.

- In L&C Industry I have 4 Dice on Reykjavik to push towards a capstone next turn.

- Agriculture has 2 Die on Agriculture Mechanization for a 66% chance and an Average DC of 42 to complete, 1 Die each on Spider Cotton to keep improving our supply of thread and 1 Die on Tarberry Deployment to get more Energy, 1 Die on Strategic Food Stockpiles because I want to finish the Infrastructure CRP and 1 Die on Laboratory Meat because it is 50% with a DC of 51 to complete without a rollover so there is no need for more Dice on it.

- Tiberium is about The Refinery Refits, to continue rolling that as it is a plan goal and now a 17 Dice Mega-project, two Blue Zone Inhibitors and a Die locked for AEVA.

- Orbital is about finishing off the various Bays and rolling Columbia and Shalla so that they are done before the elections with Dice surges.

- Services goes for 3 Dice on Tiberium AEVA and 1 Die on Autodocs for a 89% chance and a DC of 12 to be completed.

- Military is about doing two Phases of SADN so we can be closer to covering Edit: our infrastructure before building Karachi in the nuke happy warlord's territory, finishing Infantry Recon Support Drones and Zone Armor as we will need them in Q3 and finishing off Lasers because we started them last turn.

-Bureaucracy is doing an AA on Ground Forces Zone Armor and an AA on Combat Laser Development because the chances of other projects fall if we use AA on them. This plan runs on the slimmest of probability margins now because there has been no decrease from U-Series Alloys this turn on account of needing more testing and development before being deployed:

For the uses of STU based alloys, one of the key things slowing adoption is the differences between static loads and dynamic loads. While buildings, for the most part, deal with static loads, aircraft, ships, and the like are primarily dynamically loaded. The wings on a V-35 or C-35 transport, undergo a wide variety of stressors, ones that have made simple one for one replacements nonviable, and significant redesign work a requirement. While CAD and the work of EVA systems has made it a relatively simple matter, actually changing over the tool settings has taken longer.
There has also been testing and in a large number of areas, the material qualities of the alloys are not actually an advantage, with one of the most common being crumple zones. While they do have to be strong enough to support their own weight, the idea of a crumple zone is simple. Make a crash or impact more survivable by slowing the impact with sacrificial parts of a vehicle or installation. Most of the U series alloys are simply too resilient, producing either effectively sharp pieces at impact velocities, or refusing to crumple properly at all, instead remaining resolutely intact.

Edit: A correction and a clarification. See the next two posts on what.
Edit 2: That is Phase 4 not Phase 3. Phase 3 was done this turn.
 
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two Phases of SADN so we can be closer to covering Karachi
I don't think that makes sense.
We can't protect Karachi until we at least start Karachi.
If Karachi is worth protecting with SADN, then I would expect it to be covered by whatever the next available SADN phase is. It wouldn't make sense for it to be fixed as SADN phase 'whatever down the line'.
SADN for Karachi might even be built into the costs of building Karachi.
 
Reposting my draft plan.

Budget:
1230/1240 R
-[ ] Total Cost: 100+340+80+80+200+170+90+185 = 1245/1255
I am not interested in duble-checking everyone's plans, but two obvious flaws jump out to me: First, going by the update, we have a total budget of 1300R for next turn, not 1240R or 1255R. Also:
-[] Light Industry (5/5 Dice, +24 bonus, 100 R)
--[] Reykjavik Myomer Macrospinner (Phase 5) 553/1125 (5 dice, 100 R) (5/7.5 median, ~0.1% chance)
With the assassination of Dr. Rima Alcard, we'll have lost her L&CI die and only have 4 L&CI dice per turn, though we'll also have lost her -5 die penalty.
 
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I don't think that makes sense.
We can't protect Karachi until we at least start Karachi.
If Karachi is worth protecting with SADN, then I would expect it to be covered by whatever the next available SADN phase is. It wouldn't make sense for it to be fixed as SADN phase 'whatever down the line'.
SADN for Karachi might even be built into the costs of building Karachi.

We're going to need SADN to protect our infrastructure from the Shah of Atom who likes to nuke things once we start cutting the road from Karachi to the Himalayas because if he decides to hit us it won't just be at Karachi.

I am not interested in duble-checking your plans, but two very obvious flaws jump out to me: First, going by the update, we have a total budget of 1300R for next turn, not 1240R or 1255R. Also:

With the assassination of Dr. Rima Alcard, we'll have lost her L&CI die and only have 4 L&CI dice per turn, though we'll also have lost her -5 die penalty.

Good eye will edit a correction on that, but will hold off on making a new preliminary plan for now.
 
I am not interested in duble-checking your plans, but two very obvious flaws jump out to me:
[reacts off tone]

Aaaah! Sorry! Geez!

[dives for cover, reflexively deletes draft]

First, going by the update, we have a total budget of 1300R for next turn, not 1240R or 1255R. Also:

With the assassination of Dr. Rima Alcard, we'll have lost her L&CI die and only have 4 L&CI dice per turn, though we'll also have lost her -5 die penalty.
Old draft. Sorry! More recently updated drafts exist
 
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[reacts off tone]

Aaaah! Sorry! Geez!

[dives for cover, reflexively deletes draft]
[imperiously lifts eyebrow]

You presume that I would forgive you? By being so outrageously imperfect, you have lost the right to live.

[fires eye lasers]

(When I said "your" plans, I meant the collective "your". I'm not personally offended or anything. I just want to get away from double-checking everything for this quest like I used to. Sorry for being unclear; previous post slightly edited to hopefully fix it.)
 
Lightwhispers Probability Array
This is now the up-to-date Probability Array. (As of October 17, 2024.) All disclaimers apply where applicable.

Infrastructure 5 dice +27
-[] Blue Zone Arcologies (Stage 5) 150/450 3 dice 45R 8%, 4 dice 60R 75%, 5 dice 75R 99%
-[] Rail Network Construction Campaigns (Phase 7) 60/245 2 dice 30R 33%, 3 dice 45R 97%
-[] Japan-Korea Tunnel 0/350 4 dice 80R 29%, 5 dice 100R 89%, 6 dice 120R 100%
Heavy Industry 5 dice +34
-[] U Series Alloy Foundries (Phase 6) 411/455 1 die 40R 100%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 8) 200/270 1 die 20R 92%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 8+9) 200/540 3 dice 60R 2%, 4 dice 80R 65%, 5 dice 100R 99%
-[] Nuuk Heavy Robotics Foundry (Phase 4) 143/935 8 dice 160R 5%, 9 dice 180R 43%, 10 dice 200R 87%, 11 dice 220R 99%
Light and Chemical Industry 4 dice +29
-[] Petropavlovsk-Kamchatsky Caterium Fabricator (New) 0/165 2 dice 50R 64%, 3 dice 75R 100%
-[] Adaptive Cloth Factories 0/300 3 dice 45R 11%, 4 dice 60R 80%, 5 dice 75R 100%
-[] Laser Printing Plants 0/150 2 dice 40R 80%, 3 dice 60R 100%
-[] White Goods Programs 182/200 1 die 15R 100%
Agriculture 6 dice +29
-[] Green Belt Projects (New) 0/350 4 dice 40R 36%, 5 dice 50R 92%
-[] Orchard Domes 0/240 2 dice 30R 1%, 3 dice 45R 67%, 4 dice 60R 99%
-[] Bioplastics Development (New) 52/80 1 die 20R 100%
-[] Terrain Retention Projects (New) 75/160 1 die 15R 69%, 2 dice 30R 100%
-[] Medical Plant Deployment (New) 0/220 2 dice 30R 12%, 3 dice 45R 92%
Tiberium 7 dice +39
-[] Tiberium Vein Mines (Stage 11) 0/165 2 dice 40R 85%, 3 dice 60R 100%
-[] Tiberium Vein Mines (Stage 11+12) 4/330 3 dice 60R 13%, 4 dice 80R 89%, 5 dice 100R 100%
-[] Tiberium Vein Mines (Stage 11+12+13) 4/495 5 dice 100R 29%, 6 dice 120R 90%
-[] Red Zone Tiberium Harvesting (Stage 12) 29/120 1 die 25R 75%, 2 dice 50R 100%
-[] Red Zone Tiberium Harvesting (Stage 12+13) 29/235 2 dice 50R 36%, 3 dice 75R 99%
-[] Red Zone Containment Lines (Stage 6) 54/180 1 die 25R 17%, 2 dice 50R 99%
-[] Red Zone Containment Lines (Stage 6+7) 54/350 3 dice 75R 39%, 4 dice 100R 97%
-[] Red Zone Containment Lines (Stage 6+7+8) 54/520 4 dice 100R 1%, 5 dice 125R 50%, 6 dice 150R 96%
-[] Enhanced Harvest Tiberium Spikes (Phase 4) 123/180 1 die 20R 100%
-[] Enhanced Harvest Tiberium Spikes (Phase 4+5) 123/360 2 dice 40R 8%, 3 dice 60R 91%
-[] Tiberium Glacier Mining (Stage 14) 34/155 1 die 30R 24%, 2 dice 60R 100%
-[] Tiberium Glacier Mining (Stage 14+15) 34/310 3 dice 90R 60%, 4 dice 120R 99%
-[] Tiberium Glacier Mining (Stage 14+15+16) 34/465 4 dice 120R 9%, 5 dice 150R 77%, 6 dice 180R 99%

-[] Xenotech Tiberium Processing Plants (Stage 3) 61/300 2 dice 80R 7%, 3 dice 120R 90%
-[] Hewlett-Gardener Mothballing Phase 3 15/50 1 die 10R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/75 1 die 30R 92%
-[] Tiberium Inhibitor Deployment (Blue Zone BZ-14 Madagascar) 71/75 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zone BZ-6 Japan) 9/75 1 die 30R 98%
-[] Tiberium Inhibitor Deployment (Yellow Zones) 0/100 1 die 30R 60%, 2 dice 60R 100%
-[] Liquid Tiberium Power Cell Deployment (Phase 3) 4/125 1 die 20R 24%, 2 dice 40R 100%
-[] Red Zone Energy Refits (Phase 1) 0/265 3 dice 75R 71%, 4 dice 100R 100%
-[] Red Zone Energy Refits (Phase 1+2) 0/530 5 dice 125R 8%, 6 dice 150R 69%, 7 dice 175R 98%
-[] Red Zone Energy Refits (Phase 1+2+3) 0/795 8 dice 200R 15%, 9 dice 225R 69%, 10 dice 250R 97%
-[] Secure Yellow Zones (Phase 1) 0/300 3 dice 75R 34%, 4 dice 100R 97%
-[] Secure Yellow Zones (Phase 1+2) 0/600 6 dice 150R 19%, 7 dice 175R 80%, 8 dice 200R 99%
-[] Secure Yellow Zones (Phase 1+2+3) 0/900 9 dice 225R 11%, 10 dice 250R 59%, 11 dice 275R 94%
-[] Secure Yellow Zones (Phase 1+2+3+4) 0/1200 12 dice 300R 7%, 13 dice 325R 42%, 14 dice 350R 84%, 15 dice 375R 98%
Orbital 9 dice +34
-[] --GDSS Columbia Bays (1 available)--
-[] SCOP Bay 0/250 2 dice 40R 3%, 3 dice 60R 84%, 4 dice 80R 100%
-[] --GDSS Shala Bays (3 available)--
-[] Experimental Crops Bay (Stage 2) 2/215 2 dice 40R 28%, 3 dice 60R 98%
-[] Animal Husbandry Bay 0/215 2 dice 40R 26%, 3 dice 60R 98%
-[] High Efficiency Void Crops Bay 0/180 2 dice 40R 70%, 3 dice 60R 100%
-[] Lunar Mining Projects 0/155 2 dice 40R 85%, 3 dice 60R 100%
-[] Lunar Homesteading (Phase 5) 156/220 1 die 30R 96%
-[] Lunar Homesteading (Phase 5+6) 156/440 3 dice 90R 35%, 4 dice 120R 96%
-[] Aldrin Planned City (Phase 4) 40/1700 18 dice 540R 9.34%, 19 dice 570R 37%, 20 dice 600R 72.78%
Services 4 dice +35
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1) 0/250 2 dice 80R 1%, 3 dice 120R 74%, 4 dice 160R 100%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1+ 2) 0/500 5 dice 200R 12%, 6 dice 240R 73%, 7 dice 280R 99%
-[] Fifth Generation Electronic Video Assistant Deployment (Phase 1 + 2 + 3) 0/750 8 dice 320R 21%, 9 dice 360R 74%, 10 dice 400R 97%
-[] Holotheaters Construction (New) 0/200 2 dice 50R 34%, 3 dice 75R 98%
Military 6 dice +31
-[] Military Logistics Drone Network (Phase 1) 0/200 2 dice 40R 25%, 3 dice 60R 96%
-[] Military Logistics Drone Network (Phase 1 + 2) 0/400 4 dice 80R 8%, 5 dice 100R 71%, 6 dice 120R 98%
-[] Military Logistics Drone Network (Phase 1 + 2 + 3) 0/600 6 dice 120R 3%, 7 dice 140R 42%, 8 dice 160R 89%, 9 dice 180R 99%
-[] Initiative Laser Systems Deployment (Phase 2) 42/185 1 die 25R 0%, 2 dice 50R 89%, 3 dice 75R 100%
-[] Initiative Laser Systems Deployment (Phase 2+3) 42/370 3 dice 75R 3%, 4 dice 100R 65%, 5 dice 125R 98%
-[] Electronic Countermeasures Improvements (Refits) 210/500 3 dice 45R 21%, 4 dice 60R 90%
-[] ASAT Defense System (Phase 5) 41/425 4 dice 80R 31%, 5 dice 100R 93%
--MARVs--
-[] Reclamator Hub 0/250 3 dice 60R 62%, 4 dice 80R 99%
-[] Reclamator Hub RZ-8N 3/250 3 dice 60R 66%, 4 dice 80R 99%
-[] Reclamator Hub w/ 2 Mil + X-2 Tib Dice 0/266 3 dice 60R 71%, 4 dice 80R 100%
-[] Reclamator Hub x2 0/500 5 dice 100R 5%, 6 dice 120R 56%, 7 dice 140R 95%
-[] Reclamator Hub x2 w/ 2 Mil + X-2 Tib Dice 0/516 5 dice 100R 14%, 6 dice 120R 78%, 7 dice 140R 99%
-[] Reclamator Hub BZ-1 (St. Petersburg) 39/260 2 dice 40R 8%, 3 dice 60R 87%, 4 dice 80R 100%
-[] Reclamator Hub BZ-2 (Richmond) 58/265 2 dice 40R 18%, 3 dice 60R 94%
--Zone Operations Command--
-[] Zrbite Sonic Weapons Deployment (Phase 2) 52/640 6 dice 120R 5%, 7 dice 140R 51%, 8 dice 160R 93%
-[] Third Generation Zone Armour Development (New) 0/80 1 die 20R 85%, 2 dice 40R 100%
--Air Force--
-[] NovaHawk Factory Refits (Phase 1) (Refit) 120/150 1 die 25R 100%
-[] NovaHawk Factory Refits (Phase 1+2) (Refit) 120/300 2 dice 50R 49%, 3 dice 75R 99%
-[] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--Space Force--

--Ground Forces–
-[] Next Generation Armored Vehicle Factories. (Phase 1) 85/450 4 dice 120R 30%, 5 dice 150R 91%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2) (Refit) 85/900 9 dice 270R 16%, 10 dice 300R 62%, 11 dice 330R 93%
-[] Next Generation Armored Vehicle Factories. (Phase 1 + 2 + 3) (Refit) 85/1350 14 dice 420R 9%, 15 dice 450R 40%
-[] GD-3 Deployment (Phase 3)(Refits) 35/180 1 die 10R 0%, 2 dice 20R 88%, 3 dice 30R 100%
-[] GD-3 Deployment (Phase 3+4)(Refits)(Munitions) 35/360 3 dice 30R 4%, 4 dice 40R 67%, 5 dice 50R 99%
-[] GD-3 Deployment (Phase 3+4+5)(Refits)(Munitions) 35/540 5 dice 50R 4%, 6 dice 60R 52%, 7 dice 70R 94%

-[] Stealth Disruptor Deployment 0/160 2 dice 30R 74%, 3 dice 45R 100%
--Navy–
-[] Governor-A Deployment (Refits) 325/350 1 die 20R 100%
-[] Governor-B Development (Platform) (New) 0/80 1 die 20R 85%, 2 dice 40R 100%
-[] SSN Development Program 0/120 1 die 30R 21%, 2 dice 60R 99%
-[] Shark-Class Frigate Shipyards 60/300 2 dice 40R 2%, 3 dice 60R 72%, 4 dice 80R 100%
--Steel Talons--
-[] Unmanned Support Ground Vehicle Deployment 206/240 1 die 20R 100%
Bureaucracy 4 dice +29
-[] Administrative Assistance 2 dice auto (+1 free die this turn with no bonuses.)
-[] Hand Off Capital Goods to Market 1 die auto


--Note: Additional bonuses are +5 to Development projects, +5 to technology working groups, +5 to station building, and +5 to Genetically Engineered Plants.
--Note 2: Anyone who wants a copy of the current version of the excel sheet I use to help make these Arrays can have one; just send me a PM if you're interested.
--Note 3: You can use this calculator to calculate the effects of the Admin Assistance dice on specific projects, thanks to @Derpmind .
--Note 4: How dice work: each "die" is 2d50. A roll for a project which has two or more '1's in the roll is a critical failure. A roll for a project which has a dice-pair where the first die is a '50' paired, with an even numbered result is a critical success. ([x,y,1,y,1,y] is a critical failure. [x,y,50,10,x,y] is a critical success, while [x,50,x,y,x,y] is not a critical success.)
 
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Every child born now is a child we'll have to lift into space when the planet explodes. Better to run population as far down as possible.

Children are pretty light weight, and once we start industrial lifting and aggressively colonizing space we will need more than old men and women no longer capable of having children. We also don't know how long it will take to get to that point.

We don't necessarily need to grow the population. But replacement rate? We want to be making that.
 
@Ithillid Here's my version of the Probability Array, which should be up to date and (mostly) accurate - if it could get an informational threadmark, that would probably be helpful.

Attempting to Fulfill the Plan: GDI Edition

New, hopefully-up-to-date (as of Feb 26, 2023) Probability Array. (Newness not guaranteed in all regions. Void where prohibited, or in regions of nulled spacetime. Do not taunt Happy Fun Ball.) -[] Blue Zone Arcologies (Stage 4) 1/510 5 dice 75R 5%, 6 dice 90R 35%, 7 dice 105R 74%, 8 dice...
Good news! Ithillid threadmarked your post. Bad news, he threadmarked the post I'm quoting. The post asking for a threadmark on a different post.

Close enough, right? :p
 
@Lightwhispers you have columbia at 146/1045 but we hit 324 progress. Shala is right though (only two I checked since I was curious how U Alloy shifted things)

1240/1300 (60 rollover)

[] Plan Goals and Karachi Prep
Infra 5/5 80R +27
-[] Suborbital Shuttle Service (Phase 2) 110/225 2 dice 50R 90%
-[] Postwar Housing Refits (Phase 1) 0/170 3 dice 30R 94% (3% for Phase 2)
HI 5/5+4 free 300R +34
-[] U Series Alloy Foundries (Phase 4) 32/510 6 dice 240R 73%
-[] Second Generation Continuous Cycle Fusion Plants (Phase 2) 75/310 3 dice 60R 74%
LCI 4/4 80R +29
-[] Reykjavik Myomer Macrospinner (Phase 5) 553/1120 4 dice 80R 0%
Agri 6/6 75R +29
-[] Reforestation Campaign Preparations (Phase 1) 0/835 2 dice 10R 0%
-[] Agriculture Mechanization Projects (Phase 2) 83/235 2 dice 30R 70%
-[] Dairy Ranches (Phase 2) 163/190 1 die 20R 100%
-[] Laboratory Meat Development (new) 0/100 1 die 15R 45%
Tiberium 7/7 180R +39
-[] AEVA 1 die
-[] Red Zone Border Offensives (Stage 4) 93/225 2 dice 50R 93%
-[] Improved Hewlett Gardener Refits (Phase 2) 65/230 2 dice 70R 75%
-[] Tiberium Inhibitor Deployment (BZ-2 Eastern North America) 49/90 1 die 30R 100%
-[] Tiberium Inhibitor Deployment (Blue Zones) 0/85 1 die 30R 70%
Orbital 7/7+1 free 210R +34
-[] GDSS Columbia (Phase 5) 324/1045 4 dice 80R 0%
-[] GDSS Shala (Phase 4) 229/520 4 dice 80R 92%
-[] Gravitic Shipyard 392/425 1 Erewehon die 30R 83%
-[] Fusion Shipyard 446/475 1 AA die 20R 87%
Services 4/4 90R +35
-[] Advanced Electronic Video Assistant Deployment (Tiberium) 0/200 3 dice +1 Tib 60R 92%
-[] Autodoc Systems Development (New) 52/120 1 die 30R 88%
Military 7/7+1 free 165R +31
-[] Strategic Area Defense Networks (Phase 2+3) 149/605 6 dice 120R 100% 75% for Phase 3
-[] Ground Forces Zone Armor (Set 1) (Phase 6) 127/160 1 die 20R 100%
-[] Combat Laser Development 38/80 1 die 25R 100%
Bureau 4/4 +29 60R
-[] Administrative Assistance 2 die auto (Fusion Shipyard)
-[] Transfer Funding to InOps 1 die auto 60R
-[] Hand Off Capital Goods to Market (-10 Cap Goods) 1 die auto

Free 6/6
4HI, 1 Orbital, 1 Mil

Right so this plan focuses on progressing towards plan goals and doing some prep work for Karachi and also ends up hopefully doing some public reassurance after the tib modeling leaked.

Infra: Suborbital Shuttle helps connect our zones and also provides logistics for stuff like a RZ deep glacier the following turn (Q3), meanwhile in the cool down before the Karachi push work on the housing refits to get more people into HQ housing should leave us at 10 pop in LQ housing (if we get really lucky 7 from phase 2 finishing) which should help the general mood from fewer people being unhappy with the living situation and as long as we can put a die here and there into the project let us finish up the last 2 phases and between that and the arcology department get everyone into HQ housing which would be a very nice achievement to get.

Heavy Industry: Another U Series Alloy Foundry phase because the discounts save us dice both in HI and in other categories and more power generation as we have a lot of power outlays to get through.

LCI: Keep on plugging away at Reykjavik with a chance to finish it next turn and get some nice boosts and knock out a plan goal. (8 dice, that is 2 turns is 85% to finish)

Agri: Dairy Ranches is a plan goal, Agri Mech does not eat up labor so try and finish that off to also keep food surplus up, start on Reforestation and also try and get the lab meat dev done.

Tib: AEVA because we have a lot of tib stuff to chew through and more bonuses here lets us get more abatement and income, plus Karachi uses tib and infra dice with at least 1 having to be tib and tib has our highest bonus even before AEVA. 1 RZ Border Offensive to ease ZOCOM back into things, also unlocks a Deep Glacier for next turn, plus lets us put dice elsewhere such as 2 dice on HG Refit (this improves our STU generation formula and is a plan goal with 7 phases needing to be done so doing a bit each turn helps) and also trying to knock out 2 inhibitors this turn which would be 2 of 3 in our plan goal

Orbital: 4 dice on both stations to move them further as we need to finish them and followup stations to both hit plan goals as well as reassure our people. Erewhon and an AA die go to trying to finish the 2 shipyards at high odds to keep dice with bonuses on the stations.

Services: Tib AEVA because it will help with Karachi (a plan goal that we need to pour a lot of progress into) as well as general tib efforts which is where our funding for plans comes from, nets us STU to use elsewhere and provides the abatement we need to not die to tiberium and give us enough time to figure out a solution. Other die goes to trying to finish autodoc dev.

Military: Hard focus on SADN should see phases 2 and 3 finish leaving only phase 4 to do in Q3 to knock out that plan goal while also hardening us against strategic attacks which some of NOD is likely to be considering. 1 die to finish the current set of GZ armor and open the next set which is another plan goal and something we need in general and the steel talon die to finish Combat laser dev which is yet another plan goal.

Bureau: Hand off Cap goods to private sector to help them build, this is half of the amount we need to hand off this plan, provide more funding to InOps and activate a AA die.

Thoughts?

Current Economic Issues:
Housing: +72 (14 population in low quality housing) (+1 high-quality housing per turn) (-2 Post War 1, +1 per turn for -1 housing, +4 to HQ housing)
Energy: +27 (+5 in reserve)(+3? Per turn) (-4 U Series, +19 2nd Gen Fusion, -1 Agri Mech, -1 Dairy Ranches 2, +2 RZ Border Offensive, -6 2 Inhibitors, -3 AEVA, -2 SADN Phase 2 and 3, -2 GF ZA Totals:19, +2, +19- worst case we are at +11 more likely we end up higher from fusion finishing)
Logistics: +17 (-2 from military activity) (+5 Suborbital Shuttles)
Food: +27 (+24 backed reserve, +5 unbacked reserve) (Perennials: +1 on Q4 2063) (+12 Agri Mech, -3 Dairy Ranches, +4 Shala 4)
Health: +23 (-8 from refugees)
Capital Goods: +27 (+2 per turn from Distributed Industrial Authority) (+262 in reserve) (-1 Agri Mech, -1 Gravitic Shipyard, -4 AEVA, -1 Zone Armor -10 Hand off to private sector New total: 12 (27-17+2))
STUs: +11 (-2 U Series, +? Refits, RZ Border offensive, -2 Gravitic Shipyard, New Total 7+Gains)
Consumer Goods: +211 (+5 per turn from Private Industry) (+3 per turn from sub-departments) (+1 per turn from perennials. -1 per turn Q1 2064) (Net +9 per turn) (+6 Dairy Ranches, +2 Shala 4)
Labor: +31 (Net +1 per turn) (-1 2nd Gen Fusion, -1 Dairy Ranches, -2 Zone Armor New Total: +28)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2690/3800)‌ ‌(+15-35 RZ Border Offensive)
Tiberium Reserve (0/500)
Taxation Per Turn: +105 (+15 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Green Zone Water: +5


Plan Goals
Provide 42 Consumer Goods points from the Treasury (6 from Dairy Ranches, 2 Shala 4)
Provide 9 Consumer Goods from Agriculture (6 from Dairy Ranches, 2 Shala 4- only 1 needed, Shala 5 will more than knock this out)
Increase Income by 585 (15-35 from RZ Border Offensive)
Increase Tiberium Processing limit by 470
Increase population in space by 17.15k (.3k Shala 4)
Provide 28 Points of Red Zone Abatement (2 from RZ Border Offensive)
Provide 30 Resources in grants
Spend at least one die on Steel Talons projects every turn Fulfilled

Projects


Complete Karachi Planned City by end of 2065
Deploy Orca Wingman Drones by end of 2065
Complete North Boston Phase 5
Develop and deploy Governor-A refit
Deploy Conestoga class
Complete at least 3 Blue Zone Inhibitors by end of 2065 2 of 3
Compete Dairy Ranching Domes Phase 2 by end of 2065 Finished
Complete 1 of Nuuk, Reykjavik, Bergen Progress on Reykjavik
Complete all phases of Red Zone Border Offensives before 2064 1 more Phase done
Complete SADN Phase 4 3 of 4
Complete at least 5 Ground Forces Zone Armor factories 1 more done, 4 of set 2 will need to be done
Complete all of the following projects:
Transorbital Fighter Development or follow on heavy ship development, Combat Laser Development, and Unmanned Support Ground Vehicle Development Combat Laser finishes
Complete 2 phases of Reforestation Campaign Preparation Progress on Phase 1
Complete Fusion and Gravitic Shipyard Bays before the Elections Both have high chance to finish
Develop both Next Generation Armored and Support Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065


Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Fulfilled
Spend no more than two free dice per turn on Military. Fulfilled
Activate Refit Department
Hand off at least 20 points of Capital Goods to market over the course of the plan. (Hands off 10 of 20)
Complete Improved Hewlett Gardener Refits before end of plan (Phase 2 of 7)
 
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