We should probably do a phase or two of food stockpiles before the end of this plan so that we're not forced into doing large amounts of stockpiling next plan like we where last plan.
 
I really think we should switch to systemic planing. We have the cap goods for it, it would get rid of nat ones and it's an effective +1 to all our dice. Plus I think it's just a good idea narritivly speaking since it improves our planning ability.
 
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We got +8 Consumer Goods from the Treasury, counting subdepartments and perennials. Did you leave out the Perennials? I think that should be 19 left on line 1, Line 2 complete, and Line 3 should be 450. (As taxes don't count.)

We don't need to give Capital Goods to private industry at the same time we do PMM.

And platform developments also get Seo's +5 bonus. Deployments don't.

Also, Probability Array has been updated.

Perennials were counted for the previous FYP's Consumer Goods goal and as such they don't count towards this FYP.

In previous turns, to the best of my recollection, taxes counted.
 
(1220+60)/(1315+65) R budget
99+5-5+20-5 Political Support
6/6 Free dice (3 Heavy Industry, 2+E Tiberium, 1 Orbital)

Draft Plan Attempting To Give Red Zones A Bad Day 2064Q1

-[] Infrastructure (5/5 Dice, +27 bonus, 80 R)
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 (2 dice, 40 R) (63% chance)
--[] Rail Network Construction Campaigns (Phase 6) 108/245 (2 dice, 30 R) (78% chance)
--[] Emergency CRP Installations (Phase 2) 31/70 (1 die, 10 R) (100% chance)

-[] Heavy Industry (5/5 Dice + 3 Free Dice, +34 bonus, 150 R)
--[] 2nd Gen. CC Fusion Plants (Phase 4) 117/270 (2 dice, 40 R) (73% chance)
--[] Second Generation Repulsorplate Factories 365/525 (2 dice, 50 R) (72% chance)
--[] North Boston Chip Fabricator (Phase 5) 406/1805 (4 dice, 60 R) (4/16.5 median)

-[] Light Industry (4/4 Dice, +29 bonus, 120 R)
--[] Bergen Superconductor Foundry (Phase 4) 523/610 (4 dice, 120 R) (Phase 4, 3/14.5 median on Phase 5)

-[] Agriculture (6/6 dice, +29 bonus, 80 R)
--[] Reforestation Campaign Preparations (Phase 1) 737/805 (1 die, 5R) (77% chance)
--[] Tarberry Plantations (Phase 3+4) 3/65 (1 die, 10 R) (88% Phase 3, 23% Phase 4)
--[] Strategic Food Stockpile Construction (Phase 5+6) 78/320 (2 dice, 20 R) (98% Phase 5, 5% Phase 6)
--[] Laboratory Meat Deployment (Phase 1) 0/170 (2 dice, 30 R) (54% chance)

-[] Tiberium (7/7 dice + 2 Free die + EREWHON!!!, +39 bonus, 285 R, -5 PS)
--[] IHG Tiberium Processing Plants (Stage 1) 0/150 (2 dice, 70 R) (85% chance)
--[] Improved Hewlett Gardener Refits (Phase 3) 12/200 (1 die, 35 R) (1/2 median)
--[] Coordinated Abatement Programs (Phase 3) 93/175 (1 die, 25 R) (73% chance)
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 (2 dice, 60 R) (54% chance)
--[] Red Zone Containment Lines (Stage 6+7) 54/350 (2+E dice, 75 R) (Stage 6, 16% Stage 7)
--[] Enhanced Harvest Tiberium Spikes 145/180 (1 die, 20 R) (100% chance)

-[] Orbital (7/7 Dice + 1 Free dice, +34 bonus, 160 R)
--[] GDSS Shala (Phase 5) 868/975 (2 dice, 40 R) (99% chance)
--[] High Density Housing 0/295 (3 dice, 60 R) (42% chance)
--[] Spaceport Bay 0/295 (3 dice, 60 R) (42% chance)

-[] Services (4/4 Dice, +35 bonus, 190 R, -5 PS)
--[] Autodoc Systems Deployment 0/280 (3 dice, 90 R) (44% chance)
--[] Primitive Prototype Portal Construction 279/400 (1 die, 100 R) (40% chance)

-[] Military (7/7 Dice + AA Die, +31 bonus, 155 R)
--[] Island-Class Assault Ship Deployment 70/135 (1 die, 25 R) (82% chance)
--[] Orca Wingmen Drone Deployment (Phase 2) 196/215 (AA die, 20 R) (97% chance)
--[] Stealth Disruptor Deployment 0/160 (2 dice, 30 R) (67% chance)
--[] SSN Development Program (New) 0/120 (1 die, 30 R) (32% chance)
--[] Governor-A Development 0/??? (1 die, 20 R) (???)
--[] Inferno Gel Development (Tech) 0/40 (1 die, 10 R) (100% chance)
--[] Modular Rapid Assembly Prototype Factory 102/265 (1 die, 20 R) (1/2 median)
---[] REMINDER: I intend for 2064 to be a space-navy year. Set 2 Ground Force Zone Armor also a priority. WISH there was room to cram in Zrbite guns or ECCM deployment this year, but not sure there really is.

-[] Bureaucracy (4/4 Dice, +29 bonus, -60 RpT)
--[] Administrative Assistance: Orca Wingman Drones
--[] Transfer Funding to InOps 1 die auto (-60 RpT)
--[] Predictive Modeling Management 1 die auto



This is a draft I threw together, inspired in large part by @Rakuhn 's suggestions for "hardening" projects in support of Karachi (more food stockpiles to support refugees or in case places get nuked, rollout of autodocs, and so on). Other priorities include at least beginning to 'flare off' the Political Support boost we get from Shala and doing a few Columbia bays along with a heavy coordinated push against the Red Zones. While I plan for IHG refits to continue, the main refinery effort is in building entirely new complexes so that the actual capacity of the refinery network is increased and redundancy grows.

It is my opinion that predictive modeling will be in high demand next turn, so while I have some misgivings about the project myself, I am including it out of respect for the anticipated wishes of others.
 
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Nope. I was just wrong.

If the one turning 1d100 into 2d50 only costs 10 then my concern was completely invalid and it should be fine this turn.
Ah- I thought you were going down to 1 from 21 because you were thinking of doing both at once - mystery solved.

Perennials were counted for the previous FYP's Consumer Goods goal and as such they don't count towards this FYP.

In previous turns, to the best of my recollection, taxes counted.
Ah, right.
That makes sense, then.
--[] North Boston Chip Fabricator (Phase 5) ???/1805 (4 dice, 60 R) (4/16.5 median)
I note that you left in the "???" rather than 406

Otherwise... not bad overall.
 
--[] Governor-A Development 0/40 (1 die, 15 R) (100% chance)
Finished this turn.

Might I persuade you to do one of the other remaining techs instead?

[ ] Military Particle Beam Development (Tech)
While the Initiative is unwilling to make use of the liquid Tiberium power packs that make infantry versions of the Brotherhood's particle beam system work, the weapon does have a place in supplementing the Initiative's machine guns and autocannons, mounted on everything from hydrofoils, to zone armor and various forms of light vehicles.
(Progress 0/100: 20 resources per die)

[ ] Binary Propellant Exploration (Tech)
While GDI has begun substantially switching over to electromagnetic weapons, the field of binary propellants still likely has some niches, although likely fewer than it would have had a decade ago. A low priority for the military at this time, it is still a field that does likely need pursuit at least to some degree.
(Progress 0/60: 10 resources per die)
 
Finished this turn.

Might I persuade you to do one of the other remaining techs instead?
I think Gov-A development completed this turn. Is this meant to be the deployment?
Ah, yes. Sorry, that was a holdover from when I expected a different plan to win.

And I'd sincerely rather prioritize the Governor-A deployment, along with the stealth disruptor deployment, submarine project, and inferno gel to flare off some Political Support of which we are predictably going to be over the limit.
 
Ah, yes. Sorry, that was a holdover from when I expected a different plan to win.

And I'd sincerely rather prioritize the Governor-A deployment, along with the stealth disruptor deployment, submarine project, and inferno gel to flare off some Political Support of which we are predictably going to be over the limit.
PS is going to be 99 going into the next turn unless Doruma's count was wrong there, and if we go over 100 next turn it won't decay until the turn after that. We don't actually need to light a fire under our asses about it right now.

Even if we did, it would be better to finish off EHTS than start a completely new project, especially since we have higher priorities in Military.
 
I think we should do these projects next:
[ ] Initiative Laser Systems Deployment
While not a system that any particular branch is happy with, a combat deployable laser will find homes among many of the Initiative's assets, from the NovaHawk, to next generation field anti-aircraft systems, and the secondary batteries of Initiative warships. Even in the orbitals, as GDI builds combat capable voidships, will the Infernium laser find a home.
(Progress 0/555: 25 resources per die) (-6 Energy, -3 STUs)
[ ] Zrbite Sonic Weapons Deployment (Phase 2) (High Priority)
While the Zone Operations Command has begun using the sonic projectors in wide scale, at least as fast as they are coming off the lines, they are not the only ones who can make use of them. Deploying projectors not only to ZOCOM but to the other branches, and giving ZOCOM itself far more of them will significantly aid GDI's ability to maintain operations in the deeper parts of the yellow zones, and across global red zones, especially as they can mitigate the Tiberium infestations that produce a significant part of total losses in those operations.
(Progress 52/640: 20 resources per die) (-2 Energy, -2 STUs, -1 Capital Goods)
Everyone needs new lasers. Preferably before the technology becomes redundant.
And this gives sonic weapons to other branches for giving ZOCOM more breathing room.
 
PS is going to be 99 going into the next turn unless Doruma's count was wrong there, and if we go over 100 next turn it won't decay until the turn after that. We don't actually need to light a fire under our asses about it right now.
Yes, which is why I'm only flaring off a little, so that we don't find ourselves with, say, 119 next turn and honestly struggling to figure out what to do with it all so much. Given that there aren't that many -PS projects, we're very likely to do Inferno Gel Development either this coming turn or the turn after anyway, so I see no reason to wait.

Even if we did, it would be better to finish off EHTS than start a completely new project, especially since we have higher priorities in Military.
My plan draft already finishes Enhanced Harvest Tiberium Spikes. It's just that that's probably only -5 PS, and we're getting +5 PS from Bergen Phase 4 and +20 PS from Shala Phase 5, so this is something we might as well just bite the bullet and deal with rather than fussing over it.

I think we should do these projects next:


Everyone needs new lasers. Preferably before the technology becomes redundant.
And this gives sonic weapons to other branches for giving ZOCOM more breathing room.
They're great projects but at about 500 Progress each, they're both extremely big investments to commit to while we've got a big docket full of quasi-mandatory Stuff to do in Military. I'm a bit hesitant about that, especially since I definitely want to commit some of the wiggle room we do have to Navy and Space Force projects (as those branches of the service are otherwise going to be starved for dice).
 
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We've still got four more phases of zone suits to do as well so it might be a good idea to put a die or two towards it per turn so we're not scrambling to pour dice into it at the end of the plan
 
Maybe move Erewhon on Glaciers?
1) I don't actually want to rush the glaciers; we don't need the money, and ZOCOM has been creaking, and I'm already committing ZOCOM to at least some extra duties by working on the containment lines.

2) I generally bias towards putting Erewhon on cheaper-per-die projects rather than more expensive ones, Because Erewhon costs as much to activate as a regular Tiberium die but only gives us about 56% as much actual progress, so the more you spend for that the less productive it is. Though in this case it's a marginal difference.

We've still got four more phases of zone suits to do as well so it might be a good idea to put a die or two towards it per turn so we're not scrambling to pour dice into it at the end of the plan
We're looking at about 14 dice worth of Zone Armor factories. It won't be that hard to finish the project at a modest, reasonable pace even if we don't work on it this turn, and we have enough unfinished business this turn that we can't make much progress on the Zone Armor project this turn anyway.

I'd like to remind everyone that we've been very much neglecting the Space Force and, until recently, the Navy for dice allocation throughout the current Four Year Plan. Ground Force got a big boost from the zone armor, ZOCOM's gotten some real love, Talons are well funded, Air Force is okay, but the Space Force has been in the desert ever since we finished the ASAT/OSRCT deployments in 2061, and the Navy got almost nothing for about six turns, from the tail end of the Steel Vanguard shipyard construction boom to the recent work on the Seattle yard and the Island deployments.

I want a few turns to work on those issues before we start letting Yet Another Zone Armor Megaproject suck all the oxygen out of the room on our Military dice allocations again.

That isn't our style.
This is starting to feel like just plain disrespect for the thread. We're not idiots, we know how to count. We've got eight turns to do about fourteen dice worth of factories. We can work at a reasonable pace without frantic end-of-plan rushing (2-3, maybe peak 4, dice per turn) and still get this done without difficulty even if we take one more turn off from zone armor stuff.

We get the vast majority of our Plan goals done well before the deadline, or make major progress on them. There are occasional exceptions, usually when we have a lot of other stuff that's really important but that we didn't specifically promise. For instance, in the Third Four Year Plan we had trouble hitting our Capital Goods target... because we had to build a huge number of fusion plants to power war factories for Steel Vanguard. Those fusion plants weren't part of the Plan promises but they ate a lot of dice. Likewise, we greatly delayed work on the OSRCT/ASAT station projects... because we were doing other stuff even more critical to the immediate war effort during Steel Vanguard, stuff that had more direct, immediate impact on the war situation, but that again, wasn't stuff we promised the legislature back in 2058 before anyone knew the Regency War would even happen.

The thread is actually pretty responsible about most things most of the time, apart from occasional projects that just fall into a blind spot for us and get neglected for a long time. And having been following this thread for a long time, I can tell you, Zone Armor isn't going to be one of those.

We're not gonna end up frantically spamming 6-8 Military dice on zone armor factories in the last couple of turns of the Plan to rush it all through, okay? Let's not insult people by talking like that's somehow inevitably going to happen.
 
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Have my planlet. I've not yet adjusted it for the things that failed except Shala (I didn't expect the Islands to pass, though it would have been nice).

[] Draft Plan Daydreaming
-[] Infrastructure (5/5 Dice, +27 bonus, R)
--[] Yellow Zone Fortress Towns (Phase 7) 93/250 2 dice 40R 63%
--[] Suborbital Shuttle Service (Phase 3) 27/150 1 die 25R 20%
--[] Rail Network Construction Campaigns (Phase 6) ??/245 2 dice 30R 4%
-[] Heavy Industry (5/5 Dice + 3 FD, +34 bonus, R)
--[] Second Generation Repulsorplate Factories ??/525 2 dice 50R
--[] North Boston Chip Fabricator (Phase 5) ??/1805 4 dice 60R
--[] Second Generation Continuous Cycle Fusion Plants (Phase 4) ??/275 2 dice 40R
-[] Light Industry (4/4 Dice, +29 bonus, R)
--[] Bergen Superconductor Foundry (Phase 4) 235/610 2 dice 60R 24%
--[] Adaptive Cloth Factories (New) 0/300 2 dice 30R
-[] Agriculture (6/6 Dice, +29 bonus, 45R)
--[] Reforestation Campaign Preparations (Phase 1) ???/805 3 dice 15R
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 54%
--[] Tarberry Plantations (Phase 3) 3/65 1 die 10R 88%
-[] Tiberium (7 Dice, +39 bonus, R)
--[] Forgotten Experimentation 0/260 2 dice 60R 10%
--[] Coordinated Abatement Programs (Phase 3) ??/180 2 dice 50R 100%
--[] RZ Marvs, 3-4 dice
-[] Orbital (7/7 dice + 3 FD + E, +34 bonus, 180 R)
--[] Spaceport Bay 0/295 4 dice 80R 91%
--[] Assembler Bay 0/255 3 dice 60R 71%
--[] GDSS Shala 868/975 1+E dice 40R 87%
--[] Lunar Mining Projects 0/195 2 dice 40R 40%
-[] Services (4/4 Dice, +35 bonus, R)
--[] Primitive Prototype Portal Construction 73/400 1 dice 200R
--[] Cosmetic Biosculpting ???/345 2 dice 60R
--[] Autodoc Systems Deployment 0/280 1 dice 30R
-[] Military (7/7 dice + AA, +31 bonus, R)
--[] Island Class Assault Ship Deployment 0/135 1 die 25R 12%
--[] Stealth Disruptor Deployment 0/160 1 die 30R
--[] SSN Development Program (New) 0/120 (1 die, 30 R) (32% chance)
--[] Inferno Gel Development (Tech) 0/40 AA die 10R 75%
--[] Binary Propellant Exploration (Tech) 0/60 1 die 10R 92%
--[] Reclamator Hub x2 0/250 2 Mil + 3-4 Tib dice 120R 69%
--[] Modular Rapid Assembly Prototype Factory 0/265 1 die 20R
-[] Bureaucracy (4 Dice, +29 bonus)
--[] Admin Assistance (Mil)
--[] Predictive Modeling Management 1 die auto
--[] Transfer Funding to InOps 1 die auto
 
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Oh, @Ithillid , I had a weird idea for a project. This might actually be more Bureaucracy than Heavy Industry:

[] Mothball First-Generation Fusion Plants As Reserve
With GDI running a sizeable energy surplus, it is possible to shut off a large number of first-generation fusion reactors ahead of schedule, without significant impact on the power grid. The original plan was to allow these plants to run until they must be shut off for safety reasons, but singling out some of the plants in the best physical condition and moving them to standby readiness would be possible. Doing so while the plants still plenty of service life keeps them viable as backup installations in case of a major emergency.

-16 Energy, (maybe not +1 Labor?), +?? Energy Reserve, deactivate the Phase 9 fusion reactors otherwise due for decommissioning in 2068Q4.

...

So, what do you think?
 
Yes, which is why I'm only flaring off a little, so that we don't find ourselves with, say, 119 next turn and honestly struggling to figure out what to do with it all so much. Given that there aren't that many -PS projects, we're very likely to do Inferno Gel Development either this coming turn or the turn after anyway, so I see no reason to wait.
Infra: CRP (-5 PS) (yes, I see that you also have this)
Tib: EHTS (-5/die; -5-10 total)
Bureau: Trade Programs (-5 each, repeatable/stackable) (as long as we're willing to stop hammering AA every single turn - it's not usually an efficient use of resources anyway - this is an easy PS burn)
It's not that difficult, even delaying.

Regarding your plan, why are you doing new IHG refineries and refits at the same time, rather than just refits?

[] Draft Plan: Eat Your Veggies
-[] Infrastructure 5/5 70R
-[] Blue Zone Arcologies (Stage 5) 29/450 2 dice 30R
-[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 36%

-[] Heavy Industry 5/5 + 4 FD 165R
-[] Second Generation Continuous Cycle Fusion Plants (Phase 4) 117/270 2 dice 40R 77%
-[] North Boston Chip Fabricator (Phase 5) 406/1805 5 dice 75R
-[] Second Generation Repulsorplate Factories 365/525 2 dice 50R 72%

-[] Light & Chemical Industry 4/4 120R
-[] Bergen Superconductor Foundry (Phase 4+5) 523/1750 4 dice 120R 24%

-[] Agriculture 6/6 30R
-[] Reforestation Campaign Preparations (Phase 1+2) 737/1595 6 dice 30R

-[] Tiberium 7/7 220R
-[] Improved Hewlett Gardener Refits (Phase 3+4) 12/400 5 dice 175R 87%
-[] Enhanced Harvest Tiberium Spikes 145/180 1 die 20R 100%
-[] Coordinated Abatement Programs (Phase 3) 93/175 1 die 25R 73%

-[] Orbital 7/7 + 2 FD + Erewhon 200R
-[] Spaceport Bay 0/295 3 dice 60R 42%
-[] GDSS Shala (Phase 5) 868/975 1 die + Erewhon 40R 93%
-[] Lunar Mining Projects 0/195 3 dice 60R 93%
-[] High Efficiency Void Crops Bay 0/210 2 dice 40R 36%

-[] Services 4/4 180R
-[] Primitive Prototype Portal Construction 279/400 1 die 100R 40%
-[] Cosmetic Biosculpting 184/345 1 die 30R
-[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 51%

-[] Military 7/7 + AA 155R?
-[] Orca Wingmen Drone Deployment (Phase 2) 196/215 1 AA die 20R 100%
-[] [Transorbital Fighter Deployment] 1 die 20R?
-[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/300 1 die 20R
-[] [Governor-A Deployment] 2 dice 30R?
-[] Island Class Assault Ship Deployment 70/135 1 die 25R 82%
-[] Modular Rapid Assembly Prototype Factory 102/265 2 dice 40R 64%

-[] Bureaucracy 4/4
-[] Administrative Assistance (Military) 2 dice auto
-[] Predictive Modeling Management 1 die auto
-[] Transfer Funding to InOps 1 die auto

1140R? / 1315-60=1255R
 
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And a 20 surplus would have helped out heaps when we had our industrial zones attacked in the past.
Just because we've had bad rolls recently doesn't mean we should ignore the other risks in this game.
I agree, but I still think that the danger of a nat one is worse than the loss of cap goods. We have a 43% chance of rolling a nat one in orbital, assuming we don't put any Free, Erehwon, or AA dice on the project (rather unlikely). Given how much we have riding on those projects, that risk is far too high for my liking.

Meanwhile, our defense against a Cap Goods shortage like you describe are well and truly obscene. I've done the math here, and was shocked at just how protected we are.

Let's assume, for the sake of argument, that we take Predictive Modeling next turn, and no other changes to our Cap Goods situation occur. Then, immediately afterwards, Tib War 4 kicks off, and Kane wreaks havoc on our production facilities, to the point that we end up with a -40 malus. Note that this is ridiculously far above anything we've experienced before, a -20 or -30 (unlikely imo, but Kane is Kane) would be a safer bet.

We could actually wait for Distributed Industrial Authority to erase the malus, and still have cap goods to spare*! I wouldn't exactly call it an ideal situation, as we'd have to ensure that any additional cap goods expenditures would come out of new production, but it's very much doable.

A more realistic scenario imo is that we fix any damage within the next two years. In that case, even with PA, NOD would have to remove a whopping 58** points of Cap Goods from our income in order to stand a chance at depleting our stockpile. Kane's good, no doubt about that, but I doubt that even he's that good. At the very least, he's good enough to know to aim for a softer target than our Cap Goods.

*In case anyone is wondering the breakpoint is -34 Cap Goods. So if we are losing, on average, 34 Cap Goods from our stockpile each turn, we'll be able to easily take the hit without needing to rebuild beyond what our future needs require.
**The breakpoint in this case is -47
 
It isn't Nod I'm worried about.
But there was a protracted war that put us in the position at the start of the quest. That sort of situation isn't created by a single act of sabotage.
Should the Visitors attack again, we'll likely start losing factories faster than we can rebuild them. But more importantly, it would be good to be spending those resources on fighting back, rather than rebuilding to stay afloat.
 
Tib: EHTS (-5/die; -5-10 total)
We're so close to completion that I doubt we can wring more than one more die out of this, so I'm figuring -5 PS.

Bureau: Trade Programs (-5 each, repeatable/stackable) (as long as we're willing to stop hammering AA every single turn - it's not usually an efficient use of resources anyway - this is an easy PS burn)
It's not that difficult, even delaying.
We have lots of R but a limit on dice. Spending R inefficiently to get more dice can be worth it. Especially in contexts like the one where I use an AA die this turn- to complete a project that has a 90% or greater chance of finishing even with an AA die, but would otherwise require a full Military die better used elsewhere.

With that said, yes, we can burn off unlimited Political Support just by selling a ton of Consumer Goods to Nod, but it's probably not a good idea to do so in such a way that the Consumer Goods indicator drops 30-40 points in a single turn in exchange for such a meager RpT trickle.

So yeah, I'd rather complete actual projects.

Regarding your plan, why are you doing new IHG refineries and refits at the same time, rather than just refits?
1) Because we have to build new refineries to meet our Plan targets anyway. That's actually mandatory. We can't only refit the old ones, because refitting the old ones doesn't add processing capacity.

2) Because building new refineries adds more redundancy to the refinery system in the runup to a war where we might be eating nuclear missiles at some of our refinery sites, whereas refitting old refineries does not.

3) Because (1) makes doing new refineries inevitable and (2) makes it a good idea to do them sooner rather than later, so we might as well just get that out of the way. We have huge amounts of surplus Energy and Logistics, so it's not like we'll be meaningfully inconvenienced by the indicator costs of building those refineries sooner rather than later.
 
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