This is very expensive, and it doen't has the (Refit) tag that Infernium Lasers did. But it's also similar in costs to the Zrbite Sonics Phase 2, which is at 52/720. And if we're doing expensive military projects, I'd rather do that one first.

I respectfully disagree, the infernium lasers apply across our forces: the air force, the navy, the space force, and additional anti air defenses for the ground forces. That seems much more important to me then rolling out the second phase of Zrbite weapons for ZOCOM alone, despite their stressed state.

Either way the Infernium Lasers being expanded does change the STU math somewhat:
We are required to complete the IHG refits and increase income by 550 RpT. Of that 550 increase we have 10 turns until the end of the Plan with 15 RpT per turn from economic growth, assuming that stays constant. This means we must increase income by 550 - 10 * 15 = 400 RpT. Of that 400 RpT we are unlikely to see any Lunar/Space mining income due to the Space Population requirements of the plan taking up all of the Orbital dice. Therefore all 400 RpT must come from Tiberium.

Therefore we should have 2710 + 400 = 3110 RpT coming from Tiberium.

As we are required to complete the IHG refits, that will produce STUs at a rate 90 RpT/STU. That means we will be producing a total of 3110 / 90 = 35.56 STUs

Given we are currently consuming 22 STUs and do not have required projects that consume them, we have 13 STUs to play with.

The currently available options for STU consumers are:
-U-Series Alloy Foundries: 2 STUs for Phase 5-6
-Microfusion Cell Laboratories: 2 STUs
-Second Generation Repulsor Plate Factories: 4 STUs
-Zrbite Sonic Weapons Deployment: 2 STUs for Phase 2
-Infernium Laser Refits: 1 STUs
-For a total of 11 potential STU consumption

This leaves us with 2 extra STUs if we complete all of those projects, and don't exceed our required Tiberium mining.

The only thing that has changed from the previous post is the Infernium Laser Refit is now the Infernium Laser Deployment and costs an additional 2 STUs.

Coincidentally that is the same number of STUs that the previous STU math indicated we'd have left over if we finished all currently available STU projects.
 
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We've only got 17. Not really enough of a buffer.
I think we can swing it, my own proto plan would at worst have us at +14 cap goods if Reykjavik does not finish but given that has a higher chance than some of the cap good spending products I would expect us to end up higher. Would have to double check cap good expenditures for the following few turns but unless we want to Adv Eva or the remaining cap good hand off we should have enough
 
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve)

We have Aberdeen, we also have Reyk and Bergen, and Boston to recover the used cap goods, honestly at this point we are going to need to do Predictive Modeling soon anyways.

[ ] North Boston Chip Fabricator (Phase 5)
(Progress 36/1925: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1)
(Progress 0/95: 30 resources per die)
(Progress 0/195: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/390: 30 resources per die) (+18 Capital Goods, -4 Energy)

[ ] Nuuk Heavy Robotics Foundry (Phase 4)
(Progress 143/990: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1940: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Second Generation Repulsorplate Factories (New)
(Progress 0/565: 25 resources per die) (+8 Logistics, +8 Capital Goods, -4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
(Progress 883/1100: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 4)
(Progress 235/640: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1225: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Spider Cotton Plantations (Phase 3)
(Progress 60/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

190 Capital Goods
 
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I respectfully disagree, the infernium lasers apply across our forces: the air force, the navy, the space force, and additional anti air defenses for the ground forces. That seems much more important to me then rolling out the second phase of Zrbite weapons for ZOCOM alone, despite their stressed state.
ZOCOM is our frontline force in the war against Tiberium. That makes them far more important than any other branch outside of active conflict with Nod. And since we're always fighting Tiberium, any upgrade to ZOCOM helps reduce their casualties the moment it starts rolling out.
 
Capital Goods: +17 (+2 per turn from Distributed Industrial Authority) (+279 in reserve)

We have Aberdeen, we also have Reyk and Bergen, and Boston to recover the used cap goods, honestly at this point we are going to need to do Predictive Modeling soon anyways.

[ ] North Boston Chip Fabricator (Phase 5)
(Progress 36/1925: 15 resources per die) (+35 Capital Goods, +16 Consumer Goods, -2 Labor, -8 Energy) (Required for further AI projects.)

[ ] Aberdeen Isolinear Fabricator (Phase 1)
(Progress 0/95: 30 resources per die)
(Progress 0/195: 30 resources per die) (+9 Capital Goods, -2 Energy)
(Progress 0/390: 30 resources per die) (+18 Capital Goods, -4 Energy)

[ ] Nuuk Heavy Robotics Foundry (Phase 4)
(Progress 143/990: 20 resources per die) (+32 Capital Goods, -2 Labor, -8 Energy) (+1 to Infrastructure dice)
(Progress 0/1940: 20 resources per die) (+64 Capital Goods, -2 Labor, -16 Energy) (+1 to Infrastructure dice)

[ ] Second Generation Repulsorplate Factories (New)
(Progress 0/565: 25 resources per die) (+8 Logistics, +8 Capital Goods, -4 STUs, -6 Energy, -2 Labor) (Unlocks further military and space projects)

[ ] Reykjavik Myomer Macrospinner (Phase 5)
(Progress 883/1100: 20 resources per die) (+8 Capital Goods, +4 Energy) (Reduces cost of mech and zone armor projects)

[ ] Bergen Superconductor Foundry (Phase 4)
(Progress 235/640: 30 resources per die) (+4 Capital Goods, +8 Energy) (-2 Logistics) (+5 Political Support)
(Progress 0/1225: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support)

[ ] Spider Cotton Plantations (Phase 3)
(Progress 60/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/165: 15 resources per die) (+1 Capital Goods)
(Progress 0/175: 15 resources per die) (+1 Capital Goods)
(Progress 0/185: 15 resources per die) (+1 Capital Goods)

190 Capital Goods

Lot of good projects here I'd love to find dice for. Especially another stage of Nuuk and Bergen, and maybe a couple stages for Aberdeen... :/
 
Lot of good projects here I'd love to find dice for. Especially another stage of Nuuk and Bergen, and maybe a couple stages for Aberdeen... :/
Well Bergen we can probably fit another phase in during this plan unless some very good new options pop up in LCI, Nuuk and Aberdeen we can see where we are after rolling out the final New Boston stage.
 
Personally with the Cap Goods, it depends to me on how many Free dice are we willing to put into Heavy Industries.

Cause we currently have 10 turns remaining this plan. That gives us 50 HI dice.
Reasonable numbers for 2CCF to prevent us from having a massive energy crunch with the CCF sundown commitment are 2 dice on them per turn. Thats 20 dice.
Then we need minimum 22 dice for North Boston. 21 if we finish Alloys 5, with the Alloys costing 4 dice on average
That puts us at having 8 HI dice left over without Alloys and 5 dice with them.

The issue with North Boston 5 is while it will give an enormous amount of Capital Goods it will also take a long time to get online. As in over 4 turns with no free dice or 2CCF investment. With the above stated 2CCF investment it would take about 7 turns (3 dice per turn). If we wanted to get significant Capital Goods during that period either need to get some effort in prior to tide us over, or accept having a not insignificant amount of Free dice in HI for the purposes of building Aberdeen/Second Generation Repulsor Plate Factories.

@LordArcturus makes a good point about Reykjavik though and we will soon be back in the above 20 range with the completion of Reykjavik I'd be fine with PMM. I might want to keep things healthy with Spider Cotton, but PMM will be very useful.

ZOCOM is our frontline force in the war against Tiberium. That makes them far more important than any other branch outside of active conflict with Nod. And since we're always fighting Tiberium, any upgrade to ZOCOM helps reduce their casualties the moment it starts rolling out.

I'd like to agree to disagree for now as there are projects we need at least in the works over the next few turns (SADN, Stealth Disruptors, Infantry Drones, Sharks, etc).
 
In all fairness, we've realistically got Reykjavik Phase 5 in the next 1-2 turns (+8 Capital Goods), followed by Bergen Phase 4 about three turns from now (+4 Capital Goods) and Bergen Phase 5 in, oh, I'm guessing four turns after that for a total of seven or so turns (+8 Capital Goods).

So we won't have nothing even if we're committed to a steady stream of work on North Boston.

The big temptation is to squeeze in the repulsorplate factories (with Free dice) first, because we can knock off the project fairly quickly and several promising options are gated behind it: fighter aircraft with gravlev tech, improved tiberium refining, and hover vehicles for ZOCOM. Having the means to mass-produce repulsor plates soon could really help there.
 
We are floating Cap Goods right now, and can do Predictive Modeling to stop from having super bad rolls.

We've only got 17. Not really enough of a buffer.
To some degree, both of you are correct. We aren't in all that much danger of going negative on CapGoods, but we also are going to want to keep a good surplus going in order to reach the reserve levels that people will be comfortable with... we likely need to double it at least before we manage that.

As for lasers vs sonics, I think that lasers would probably be far more useful for the military... but with mutation speeding up, we may well need to do sonics first. (of those two)
 
HI Free dice: I'm on board for something like 2 free dice per turn. The faster we get Boston 5 done, the faster we can build more AEVAs and the faster we can improve the AEVAs.

Lasers vs Sonics: This isn't specifically about Military priorities, but where we allocate the STUs for Military. For me, fighting Tib is our highest priority. So yes, there are lots of projects that we need that help the Military in general, and we should do them; but as far as where do I want the STUs allocated, it goes ZRRRRRBBBBBB!
 
To some degree, both of you are correct. We aren't in all that much danger of going negative on CapGoods, but we also are going to want to keep a good surplus going in order to reach the reserve levels that people will be comfortable with... we likely need to double it at least before we manage that.
Do we have any clear information on what the target for the Capital Goods reserves is?
 
I'm somewhat torn on lasers vs sonics.

On the one hand, sonics will definitely help ZOCOM fight tiberium. That's very important.

But on the other hand, lasers help everyone. Every branch will benefit including ZOCOM. Land, air, sea, space. They all can use lasers.

I'm leaning more towards lasers because we will be designing new vehicles in pretty much every area soon.

Governor-A redesign, transorbital fighters, Novahawks, attack platforms, support platforms, unmanned platforms. All of them can use lasers.

So between sonics and lasers I have to pick lasers I think.
 
Problem with Cap Goods is that we'll have to restart Vein mines, if we want to reach Income Goal. And probably a lot of them.

But that's assuming ZOCOM won't be able to support RZ harvesting and usual Glaciers, after we finish Deep RZ ops.
 
I think for heavy industry the current... idea? feeling? is to finish the next phase of alloys for the discount, then do Repulsorplates because they could have a large impact on the economy/military, then focus on North Boston.

I guess the debate would be do we want to fit in the last phase of alloys in before North Boston as well?

I'm genuinely unsure about it.

We definitely need to get working on Boston. The discounts and Repulsorplates are worth the delay.

But the last phase of alloys could be very useful. It's the capstone for alloys so I'm sure that would give various benefits both narrative and mechanical. It would provide super blades which would probably help industry and military with a noted impact on mining. And it would improve mining in general which would most likely boost the income and is probably important considering how it turns out we accidentally encouraged underground tiberium spread.

But if we skipped the last phase for now we would save some free dice and have more STUs that could be put into the new laser project or something.

I'm honestly not sure which choice is better here...
 
Increase Income by 550 RPT
[ ] Tiberium Vein Mines (Stage 9)
The rapid development of underground Tiberium mining has pushed the Initiative towards digging deeply and greedily, searching for dangerous treasures deep below ground. While the mines are becoming progressively more expensive, they are still worthwhile from both environmental and economic perspectives.
(Progress 22/160: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/155: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)
(Progress 0/175: 20 resources per die) (Additional Income Trickle [25-35]) (+1 Yellow Zone Abatement) (-2 Capital Goods)

[] Red Zone Border Offensives (Stage 5)
(Progress 158/205: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)

[] Red Zone Tiberium Harvesting (Stage 12)
(Progress 29/125: 25 resources per die) (additional income trickle [10-25 Resources]) (1 point of Red Zone Mitigation) (+1 Energy)

[] Deep Red Zone Tiberium Glacier Mining (Stage 4)
(Progress 0/205: 30 resources per die) (-3 Logistics, +2 Energy) (additional income trickle [60-90 Resources]) (2 points of Red Zone Mitigation)

[ ] Red Zone Containment Lines (Stage 6)
(Progress 54/195: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)
(Progress 0/180: 25 resources per die) (additional income trickle (10-20 Resources) (3 points of Red Zone Mitigation) (+1 Energy)

190 RPT Minimum
315 RPT Maximum

BZ MARVS
-[] Reclamator Hub Blue Zone 1-18 (Progress 0/275) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
180RPT

RZ MARVS
-[ ] Reclamator Hub Red Zone 1-8 (Progress 0/270) (3 Points Red Zone Mitigation, 25 RpT (+1 Energy)
450 RPT

We do have a few mixes of items we can do to get the goal, but we have to work for it, and Tiberium doesn't have as many dice locked up as Military, which means as soon as most of the Tiberium RPT is done, you can switch to MARV's to get the rest.
 
BZ MARVS
-[] Reclamator Hub Blue Zone 1-18 (Progress 0/275) (2 Points Yellow Zone Mitigation, 10 RpT, +5 Political Support)
180RPT

RZ MARVS
-[ ] Reclamator Hub Red Zone 1-8 (Progress 0/270) (3 Points Red Zone Mitigation, 25 RpT (+1 Energy)
450 RPT

We do have a few mixes of items we can do to get the goal, but we have to work for it, and Tiberium doesn't have as many dice locked up as Military, which means as soon as most of the Tiberium RPT is done, you can switch to MARV's to get the rest.
Building eighteen MARV hubs at 10 RpT per 275 Progress on the die roll as a way of increasing income doesn't sound very likely to work out for us. Nearly anything else we could do to increase income would be more efficient. Including options we haven't seriously considered lately, such as moon mining phases.

I think for heavy industry the current... idea? feeling? is to finish the next phase of alloys for the discount, then do Repulsorplates because they could have a large impact on the economy/military, then focus on North Boston.

I guess the debate would be do we want to fit in the last phase of alloys in before North Boston as well?
There's a lot of disagreement about it, because the more extra projects we shove in, the more we pre-commit to using a lot of Free dice to finish everything. And it's not like we don't have good use for them elsewhere.
 
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as important as repulsorplates are, i think our next HI project needs to be boston.
Maybe something like Boston with our normal HI dice and throw some free dice for Fusion/Repulsor during that?

[] Red Zone Border Offensives (Stage 5)
(Progress 158/205: 25 resources per die) (Additional income trickle [15-35 resources]) (3 points of Red Zone Mitigation) (+2 Energy)
I kind of feel like we should just keep knocking out a phase of this a turn since that is a plan goal to finish this and then figure out which income options to hit once we see what we end up with
 
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Alloys 5 > Gen 2 plate factories > Boston 5. By the time we finish Boston, we should be starting to get results from the factories. At that point, we can decide whether to go Alloys 6 or Aberdeen or whatever. We've wasted this much time on Alloys, might as well finish the discounts, get things rolling on hover for future projects, then slam out Boston. (Naturally, 2D on 2CCF each turn.)

I kind of feel like we should just keep knocking out a phase of this a turn since that is a plan goal to finish this and then figure out which income options to hit once we see what we end up with
Good news, we should be on our final phase of RZBO for now, and that'd only need 1D unless things roll really poorly. And it'll just unlock super glacier phases. If we do Secure YZ phases, they could unlock more phases of RZBO, but this should be the last promised phase.

As for tib... I would say finish RZBO, then fill out the rest of the dice with stuff like IHG refits, Mad Science, and the remaining incomplete BZ Inhibitors, then maybe 3D super glaciers plus other stuff the next turn, then slow roll finish that glacier phase if need be while filling out non-RZ stuff we need. Just, like, keep it to 2-3D on RZ operations at most a turn (or maybe every other turn). If that means some more vein mines instead of beating on the RZ tib pinata for cash, I'm okay with that.
 
Building eighteen MARV hubs at 10 RpT per 275 Progress on the die roll as a way of increasing income doesn't sound very likely to work out for us. Nearly anything else we could do to increase income would be more efficient. Including options we haven't seriously considered lately, such as moon mining phases.
Well we have to do RZ MARV's anyways for more Inhibitors to get unlocked later, on top of the fact Orbital is basically forked between Columbia Bays, Shala, Shala Bays, and some other stuff, so space mining isn't as easy to fit in as you'd think.

I kind of feel like we should just keep knocking out a phase of this a turn since that is a plan goal to finish this and then figure out which income options to hit once we see what we end up with
Pretty sure both Deep Glaciers and the Border Offensives stop at 5 Phases until we get more ZOCOM pulled out of other duties, and Ground Forces in Zone Armor or something.
 
as important as repulsorplates are, i think our next HI project needs to be boston.
I disagree for one major reason.

Boston is going to take a long time to do. I don't think it's worth delaying repulsorplates all those turns to even begin producing them.

It's a much better choice to do repulsorplates first so they can start producing then fully activate over however many turns and start the timer on gen 3 repulsorplate upgrades.

Then spend five turns or however long focusing on Boston while stuff is ticking away in the background.

Alloys 5 > Gen 2 plate factories > Boston 5. By the time we finish Boston, we should be starting to get results from the factories.
Yes. Exactly that.
 
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