Tiberium has high enough bonuses on its dice that the -2 from graduates will impact them less than other departments.
Light and Chemical Industry could use anther dice to get to our target.
We are going to need a lot of capital goods and energy for all the factories we want to build and Advanced Technical Laboratories will help with that(and build multiple stages of the Tokyo plant.
Dr. Joseph Takeda will provide a military dice and +3 on all dice that will help with all the factories and refits we promised.
Major Maria Stavrakas will mean building 2 more MARV hubs but the -20 on both parts(the hub and the MARV's itself mean we spend on average one fewer dice for each so we spend about 20 dice on MARV's to hit our goal instead of 15.
 
Definitely need more grads on Tiberium and Heavy industry, where Income and Capital goods respectively are sorely needed for the rest of the entire plan.
 
Both named militray people and the heavy industry are for certain. That's +5 to dice for both military and HI. To go along with 2 more military dice, which is useful.

If we get lucky with the factory roll we could have 7 military dice per turn... kind of crazy.
 
Kinda of a meme-plan, but one way of going forward

[ ]Plan MARV online!
-[ ]Dr. Joseph Takeda
-[ ]Major Maria Stavrakas
-[ ] Graduates
--[ ] Light and Chemical Industry
--[ ] Tiberium
-[ ] More Graduates
--[ ] Tiberium
 
We should try and get the Capital Goods in the plus next turn, and more to our army and navy

Probably won't be in the plus, but Saarland is basically garunteed to pass.

As for the mil spending oh boy.

More zone suit factories so ZOCOM can do their jobs?
More Apollo factories so the air force doesn't get embarrassed by NOD again?
Rapier shipyards?
PD refits?
Start setting up Marv infra?

Or one of our many other good options?
 
I'd go with Grads (HI and Tiberium), More Tiberium Grads, ATL, and probably Takeda of the military options.

So, that would be:
[]Plan Tiberium and Heavy Industry
-[] Graduates
--[] Heavy Industry
--[] Tiberium
-[] More Graduates
--[] Tiberium
-[] Advanced Technical Laboratories
-[] Dr. Joseph Takeda
Yeah that looks pretty great for choices. Tiberium has enough roll bonus to not have to worry about the minor and temporary reduction to roll mods, but the seriously needed additional dices would be rewarding enough to far outweigh any disadvantage by far.

Edit: That and it's only sensible to get the most dice from the rolls with the most mods, since that would benefit the entire dice category the most by having multiplicative boosts.
 
Last edited:
Not a fan of that Marv expert. Yes she makes it cheaper too build but building 5 of them is, a lot to ask.
 
True but going forward in continuous plans her bonus will be paid for and we will have her dice and bonuses for free. Plus you know from my limited reading about the Marvs on Discord they are more than one abatement and 5 resource income depending on where they are stationed. So not the worst ask.
 
[]Plan Screw extra graduates, Get more unique people
-[] Graduates
--[] Light and Chemical Industry
--[] Tiberium
-[] Advanced Technical Laboratories
-[] Dr. Joseph Takeda
-[] Major Maria Stavrakas

This would give:
Dice:
1 extra LCl (changed from heavy Crazy convinced me)
1 extra Tib
2 Extra Mil
Bonus:
-2 for Heavy and Tib (for 2 years)
+5 Heavy
+5 Mil
-20 Progress Needed for Marv Programs
Modified Goals:
5 Marv Fleets (from 3)

We dont get to use all our dice usually anyways, So I would rather go for that +5 on Heavy industry then trying to get another dice.
 
Last edited:
I would very much like to get back up to 6 base dice on Tiberium, but 5 would be acceptable if we don't want to spend the PS for More Graduates. Heavy Industry's already gotten a focus die I think the other graduates die should go to LCI though, yes we need capital goods but we also took a 75 point consumer goods target that we'll need to hit as well and LCI is the better sector for that. The advanced technical laboratories are definitely something I want, +5 doesn't sound like a huge bonus but it really compounds over an entire Plan and we definitely need the extra points on our HI dice. One of the military advisors at minimum, too, probably Takeda for the generalist improvements.

I think Major Stavrakas might actually be worthwhile to take as our last option over More Graduates in Tiberium, MARVs are pretty good for Red Zone abatement (not to mention defending all our juicy mining ops). Being more efficient at turning Military dice into Red Zone abatement, and getting forced to build 2 extra MARV fleets, might do more to fight Tiberium on net than an additional Tib die. 5 Tib dice focusing on income generation and Yellow Zone abatement (both categories where Tib projects are hands down better than MARVs) could do more than 6 dice stuck doing relatively inefficient and expensive Red Zone mitigation efforts. Let ZOCOM and the MARVs handle stabilizing the RZ's, focus Tib dice on pushing out the BZ's and/or spamming glaciers when we have the logistics to spare.

Stavrakas' 20 point discount adds up too, even though we need to build 2 extra MARV fleets to keep her happy, the discount on the 3 we were already going to build anyways offsets that a not-insignificant amount. We're still on the hook for an extra couple hundred points than we would be otherwise but my quick back of the envelope math says that on net we only owe an extra ~1.3 MARV fleets in terms of progress points needed, especially once you consider that she doesn't just discount the target progress but also increases the Military bonus to come at it from both directions.
 
Last edited:
Given how many Heavy Industry projects we want to build (and how it has 4 dice already) I wouldn't discount how useful that +5 die bonus could be. Over the next 15 turns, that's up to +300 progress given. (Not counting Free Dice.)
 
[] Plan Screw extra graduates, Get more unique people
[snip]
We dont get to use all our dice usually anyways, So I would rather go for that +5 on Heavy industry then trying to get another dice.
This; more dice requires more resources to use to their fullest, which is currently a problem (and, presumably, will always be a problem shortly after each budget-boogaloo), whereas the bonus to dicerolls is free. Additionally, the bonus scales with the amount of dice available in this category.
 
Last edited:
@Crazycryodude, Does my plan look good? I changed a dice from heavy to LCI. Went for heavy originally because of the plan I originally copied (and I didnt have a opinion on what the dice besides tib should be on) But if LCI is the consumer goods on I'm good with having a dice on that instead of heavy (already changed It, Just checking to see if im understanding correctly that LCI is the consumer goods option).
 
Last edited:
@Crazycryodude, Does my plan look good? I changed a dice from heavy to LCI. Went for heavy originally because of the plan I originally copied (and I didnt have a opinion on what the dice besides tib should be on) But if LCI is the consumer goods on I'm good with having a dice on that instead of heavy (already changed It, Just checking to see if im understanding correctly that LCI is the consumer goods option).

Yeah your plan now is exactly what I was talking myself into proposing. I'm not super married to the second grads die in LCI honestly, like if you really wanted it on HI I'd probably still vote for the plan, but LCI should be the sector that gets more consumer-focused projects than HI if past trends are anything to judge by. HI does have lots of stuff we want to do as well, it's just not as good at consumer goods specifically and I think we do need at least a little extra love given to the con goods target if we want to hit 75 points.
 
Last edited:
Definitely finding their forces (well more like they're finding us), I don't think we have found anything with respect to their bases other than the Marked of Kane bases we blew up.
i was just hoping the more we push into the red zones and the more we arm our army, that they would find more NOD forces and bases to keep them on the back foot
 
I think the results missed the option for Saarland. We did spend some dice on it even if it didn't complete.
[ ] Saarland Heavy Industrial Plant:
While the New Eden project has been set back indefinitely, by Liquid Tiberium Bomb and Scrin attack, an effort has been proposed to reclaim and relocate certain industrial efforts in the region to the Saarland, with easy rail access to active Tiberium harvesting operations and (if the appropriate links are built) to the ports of B-1. This project would be focused on the largest, most extreme elements of industrial capital, including superheavy presses, massive castings, and the ultra-resistant materials needed for Tiberium Refining Crucibles. While the last are still in production, there is little slack for expanding capacity at present.
(Progress 299/350: 10 resources per die) (++ Capital Goods, --- Labor, --- Energy) (Dice Allocation must be taken in HI/Tiberium dice pairs)

Work has continued on the Saarland Plants. While work crews lay out Tiberium spikes and layers of fencing to keep out the green death crystals, inside the plants inspectors have been going through a long series of refits. However, it is an island in a sea of green. The final step towards bringing Saarland to full operational status is to link it up fully with the outside world. Rails are the obvious choice, and the railheads are already complete. The final push will be to cut through the Tiberium fields, containing and bypassing as needed, and linking up water, power, and logistics fully with both the ports on France's southern coast, and Germany's northern coast. With backlogs already forming at some of GDI's other processing plants as they reach their full capacity, the completion of the Saarland program cannot come quickly enough.

Accidentally wrote it in the wrong place.
 
Back
Top