Actually, he has a point. We're at +23 Capital Goods, +2/turn as it is, and we've got +35 coming in from North Boston in 2064Q4-2065Q1. I think we can afford to do the handoff. Does anyone disagree?
Handoff+Consumer Good is a good way to pair 2 bureau dice- I just would like to do so in Q3 but if all the projects that eat cap goods finish that i have started and we still can do the handoff I could see doing it Q2, will have to calculate worst case cap good usage this turn

I don't think that claiming the refits are a response to Karachi planning is a good idea. We have a ton of other housing to stick refugees in besides the "already scheduled for demolition in the near future" tenements built immediately after Tib War III, and the refits actually reduce housing stock overall. They make sense in context of the civilian economy and the desire to make housing 'nice,' but they're like the dairy ranches in a way. They're a result of GDI wanting to feel like it can have a peacetime economy again, not a move that's part of a coherent geopolitical/military/security strategy to house refugees.
Karachi is going to eat up a lot of infra dice so getting plan goals out of the way Q3 and Q4 will be good so we are more flexible in the final year.

That doing arcology also gives us a HQ buffer to see us through the refits and some of the early refugee wave is a nice benefit as well.
 
We have +1 HQ housing right now, with both refits we would need 3 more to cover everyone, so that could be a wait 3 turns for that to happen but then we will be in Karachi with the chance of a new refugee wave incoming so pushing Arcology this turn, then 1 housing refit Q3 and 1 Q4 means that we keep positive on the refits and have spare room for a refugee wave Q1/Q2. And housing refits is a plan goal I would like to get started on sooner than later but also dont want to put too many dice into (which makes it work with doing alongside Karachi)
[shrugs]It takes very few dice. The people who live in the old housing don't really want us to hurry it. We can do Phase 2 before Karachi and Phase 3 after Karachi. It'll be fine.

This whole commitment is part of a bureaucratic deal we made with the Bureau of Housing. We don't need to treat it like something our powerful political overlords or the voter-base are demanding it.

I'm not saying building the arcologies is a bad idea as such, but it should be done for reasons that don't involve "we need to hurry the refits," because we really, really don't, and arguably we shouldn't try.
 
Updated version of my plan checked against the new array, the only change is moving some mining dice to enhanced spikes and some tweaked probability numbers. Everything else should be the same.

[]Plan Sweeping Out the Cobwebs
-[]Infrastructure (5/5 dice, +27) 55 Resources
--[] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (15R) 0%
--[] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 88%
--[] Trans-American Railroad: 0/120, 1 die (10R) 11%
-[]Heavy Industry (5/5 dice + Erewhon, +34) 90 Resources
--[] North Boston Chip Fabricator (Phase 5): 750/1805, 5 dice + Erewhon (90R) 0%
-[]Light and Chemical Industry (4/4 dice, +29) 120 Resources
--[] Bergen Superconductor Foundry (Phase 5): 144/1140, 4 dice (120R) 0%
-[]Agriculture (6/6 dice, +29) 60 Resources
--[] Reforestation Campaign Preparations (Phase 2): 280/790, 2 dice (10R) 0%
--[] Vertical Farming Projects (Stage 5): 78/215, 2 dice (30R) 91%
--[] Strategic Food Stockpile Construction (Phase 5): 149/170, 1 die (10R) 100%
--[] Organ Farming Programs: 81/120, 1 die (10R) 100%
-[]Tiberium (7/7 dice, +39) 240 Resources
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0/190, 2 dice (60R) 57%
--[] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
-[]Orbital (10/7 dice, +34) 230 Resources
--[] High Density Housing Bay: 0/295, 3 dice (60R) 40%
--[] Assembler Bay: 0/255, 3 dice (60R) 80%
--[] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[] Lunar Homesteading (Phase 1): 0/250, 3 dice (90R) 71%
-[]Services (5/4 dice, +35) 100 Resources
--[] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
-[]Military (9/7 dice, +31) 190 Resources
--[] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (90R) 99%
--[] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
-[]Bureaucracy (3/4 dice, +29) 60 Resources
--[] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
Total Cost: 1145/1250R + 130R reserved, new reserve 235R
 
Karachi is going to eat up a lot of infra dice so getting plan goals out of the way Q3 and Q4 will be good so we are more flexible in the final year.
If we do phase two of the housing refits this turn or next turn (and that is like 1-2 dice), we can very easily finish the last phase after Karachi (another 2-3 dice). It's not meaningfully eating into our "flexibility" in a way that makes it advisable for us to lose all our flexibility right now.

Using that flexibility for Karachi isn't a bad idea, mind you.

With that said, I think we should consider the trans-American railroad as a Karachi prep action. See, the big thing that specifically gives us is a land route that allows us to shift cargo across North America that was formerly only movable either by suborbital flights, by very circuitous air bridges around the world, or by sea travel around the entirety of the Americas.

That may not do an amazing amount for our +Logistics, but it's likely to free up a lot of naval escorts that no longer have to escort convoys for 20-30 thousand extra kilometers.

Updated version of my plan checked against the new array, the only change is moving some mining dice to enhanced spikes and some tweaked probability numbers. Everything else should be the same.

[]Plan Sweeping Out the Cobwebs
-[]Infrastructure (5/5 dice, +27) 55 Resources
--[] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (15R) 0%
--[] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 88%
--[] Trans-American Railroad: 0/120, 1 die (10R) 11%
-[]Heavy Industry (5/5 dice + Erewhon, +34) 90 Resources
--[] North Boston Chip Fabricator (Phase 5): 750/1805, 5 dice + Erewhon (90R) 0%
-[]Light and Chemical Industry (4/4 dice, +29) 120 Resources
--[] Bergen Superconductor Foundry (Phase 5): 144/1140, 4 dice (120R) 0%
-[]Agriculture (6/6 dice, +29) 60 Resources
--[] Reforestation Campaign Preparations (Phase 2): 280/790, 2 dice (10R) 0%
--[] Vertical Farming Projects (Stage 5): 78/215, 2 dice (30R) 91%
--[] Strategic Food Stockpile Construction (Phase 5): 149/170, 1 die (10R) 100%
--[] Organ Farming Programs: 81/120, 1 die (10R) 100%
-[]Tiberium (7/7 dice, +39) 240 Resources
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0/190, 2 dice (60R) 57%
--[] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
-[]Orbital (10/7 dice, +34) 230 Resources
--[] High Density Housing Bay: 0/295, 3 dice (60R) 40%
--[] Assembler Bay: 0/255, 3 dice (60R) 80%
--[] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[] Lunar Homesteading (Phase 1): 0/250, 3 dice (90R) 71%
-[]Services (5/4 dice, +35) 100 Resources
--[] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
-[]Military (9/7 dice, +31) 190 Resources
--[] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (90R) 99%
--[] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
-[]Bureaucracy (3/4 dice, +29) 60 Resources
--[] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
Total Cost: 1145/1250R + 130R reserved, new reserve 235R
You know, this is good enough that I'm almost happy with it. I'd make changes, but... I can deal.

Obviously we disagree about the assembler bay, but I can live with that.

I'd like to push for zrbite guns as a higher priority than the Governor-A refits, but I can see arguments pro and con as long as we're not planning another heroic massive charge into the Red Zones right away. I think it's a little premature to fund InOps so heavily, but hell, we can spare the money and still activate our dice as far as I can tell.

Do you think we'll get the benefits of Phage Engineering Development in our biowarfare countermeasure research if we do them in the same turn?

Hm. One quibble I do have is that I feel like you're underfunding North Boston. It's going to take considerable luck to get it into confident completion range for a 2064Q3 completion this way.
 
I'd like to push for zrbite guns as a higher priority than the Governor-A refits, but I can see arguments pro and con as long as we're not planning another heroic massive charge into the Red Zones right away. I think it's a little premature to fund InOps so heavily, but hell, we can spare the money and still activate our dice as far as I can tell.
Yeah the InOps funding is just because I literally can't spend all our money even with paying no attention to budget while making choices, so might as well just hand it off to people who CAN spend it instead of hoarding an even larger reserve.

Do you think we'll get the benefits of Phage Engineering Development in our biowarfare countermeasure research if we do them in the same turn?
Yeah we should, that's how it's worked in previous pairings like this at least.

Hm. One quibble I do have is that I feel like you're underfunding North Boston. It's going to take considerable luck to get it into confident completion range for a 2064Q3 completion this way.
I don't want to take free dice out of Orbital obviously but I could spring one from Services by cutting the cosmetic biosculpting unless anybody else speaks up against that. I'm not particularly attached to cosmetic modifications as a high priority, I was mostly just finishing it out of a sense of duty to a 90% done project
 
Yeah the InOps funding is just because I literally can't spend all our money even with paying no attention to budget while making choices, so might as well just hand it off to people who CAN spend it instead of hoarding an even larger reserve.
instead of leaving a dice idle, use 2 for an AA dice on a project like bergen or boston to chip away at it more (and yeah some of our needed projects/plan goals are really cheap this turn though worst case we have enough R for the next portal type project)
 
I don't want to take free dice out of Orbital obviously but I could spring one from Services by cutting the cosmetic biosculpting unless anybody else speaks up against that. I'm not particularly attached to cosmetic modifications as a high priority, I was mostly just finishing it out of a sense of duty to a 90% done project
Eh, if we're going to flip a die out of Cosmetic Biosculpting, I'd put it on another Services project. Services is the site of so many of our hopes for +Labor that it seems unwise NOT to focus on it... it's just that I think we need our Free dice balance to be more like 1/2 on HI/Orbital, not 0/3.

But that's me.

I'm not going to get too argumentative about it, but I'm predicting now that if your plan goes through, we'll be in an awkward position where we feel forced to spend like 7+AA+E dice on North Boston next turn to get like an 97% chance of completion or something, instead of feeling reasonably safe getting an 85% chance or whatever with like 5+E dice.
 
Putting some extra dice in Services for some of relevant projects. I think most people are going for the easy one-dice Augmentics/Prosthetics to begin rollout, but would anyone be open to at least one dice for Wet AI? It outright says that it is meant to address the graying population debuff, and since I doubt natural births will be able to correct the labor deficit in the short/medium term, this will probably required.
For you I will make that happen. It probably won't complete this turn, but I'll shift things around. Cutting the hospital Expansions.


1120R

[] Plan at your Service
-[] Infrastructure 5 Dice 90R
--[] Japan-Korea Tunnel (New) 0/350 4 dice 80R 29%
--[] TransAmerican Railroad (New) 0/120 1 die 10R

This is mostly me wanting to push out the tunneling tech in preparation for work on the moon. Plus their existence could really change up future rail expansion planning, so doing them first is sensible.

Heavy Industry 5 Dice 105
-[] North Boston Chip Fabricator (Phase 5) 750/1805 3 dice 45R 0%
-[] Aberdeen Isolinear Fabricator (Phase 1) 0/90 2 dice 60R 100%
Light and Chemical Industry (4 dice 4/4 120R +29
-[] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%

Nothing special here, plugging away at Boston and giving Aberdeen enough love so we can be a bit more free with Isolinear chips.

-[] Agriculture 6 Dice 80R
--[] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30R 99%
--[] Strategic Food Stockpile Construction (Phase 5) 159/170 1 die 10R 100%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
--[] Organ Farming Programs (Tech) (MS) 81/120 1 die 10R 100%

Again, nothing special.

-[] Tiberium 7 Dice 240R
--[] Xenotech Tiberium Processing Plants (Stage 1) 0/300 3 dice 140R 34%
--[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 100%
--[] Forgotten Experimentation 0/260 2 dice 60R 3%

New processing plants yes, Enhanced Harvest Spikes yes. Throw in that Forgtten Experimentation we keep meaning to do.
-[] Orbital 7 170R
--[] GDSS Columbia Bays
---[] High Density Housing 0/295 3 dice 60R 42%
--[] GDSS Shala Bays
---[] Species Restoration Bay (stage 1) 206/255 1 die 20R 100%
--[] Lunar Homesteading (Phase 1) 3 dice 90R 71%
Shamelessly copied from someone else's plan as I don't always grok priorities in Orbital, but this seems reasonable.
[] Services 4 Dice 6 Free Dice 2 AA Die Erewhon 315R
-[] Autodoc Systems Deployment 0/280 3 dice 90R 43%
-[] Cosmetic Biosculpting 293/345 1 die 30R 98%
-[] Civil Sensory Augmentics Development 67/120 1 die 20R 90%
-[] Civil Prosthetics Development 79/120 1 die 20R 95%
-[] Phage Engineering Development (Tech) 0/40 1 AA die 15R 61%
-[] Biowarfare Countermeasures Development (Tech) 0/40 1 AA die 15R 61%
-[] Rage Engine Development (Tech) 0/80 1 die 25R 89%
-[] Wet AI Development (Tech) (MS) 0/240 1 dice 1 Erewhon 60R 0%
-[] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%

The only change here for the old meme is the intention to do Wet AI dev along with everyone else, and I'm putting Erewhon in charge. No great reason, he just fits the plan.

[] Military 6/6 125R
-[] Initiative Laser Systems Deployment (Phase 1) 0/185 2 dice 60R 43%
-[] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
-[] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 99%
-[] Governor-A Deployment (Refits) 0/350 1 die 20R
-[] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%

Once more, nothing special. All the special is in services, because there's a lot of special in services that should be done.

-[] Bureaucracy 3 dice 0R
--[] Administrative Assistance (Phage Engineering Development)
--[] Administrative Assistance (Biowarfare Countermeasures Development)

There, I've even come in under budget.
 
I think Cryo's argument about doing it to prepare for dislocation of population because of refugees is a good one. It's definitely going to be a good look if the representative experience of refugees from the Karachi campaign is "you got put up in a luxury apartment" instead of the Tib War III "you had to live under canvas for a year or three."
It's definitely a solid argument, albeit one I disagree with. The old Fortress Cities aren't perfect, but they're damn better than living in a tent. We're getting the positive optics regardless.

Also, the upcoming refugee crisis, should it occur, will be rather different from Tib War 3. Back then, most of the refugees were ex-Nod looking to immigrate to GDI territory. They were perfectly willing to permanently settle wherever the housing was.

Here though, most of the refugees will be GDI citizens who are temporarily displaced courtesy of the Atomic Shah's nukes. For most of them, wherever they stay will be temporary accommodations until we can rebuild their homes. Arcologies are significantly less helpful for the latter.

Still, we have enough slack in Infrastructure right now that I'm not too concerned about it. I'm fine with voting for a plan that builds an arcology, just so long as they aren't placing free dice on it.
 
instead of leaving a dice idle, use 2 for an AA dice on a project like bergen or boston to chip away at it more (and yeah some of our needed projects/plan goals are really cheap this turn though worst case we have enough R for the next portal type project)

That would make the "can't spend all our money" problem worse if I traded off a permanent -60 to InOps for a one time activation of a die that costs like 15. Obviously can't cut ending rationing, and if we're going to end rationing I think it's important to release the capital goods to improve production/labor efficiency and try to keep our consumer goods ticker positive.
 
If we're trying to put R to use, we could use the final bureau die to:

[ ] Transfer Funds to the General Pool
Making funding available to the rest of GDI will certainly be politically popular, especially if the Treasury wishes to embark on politically unpopular political lobbying or otherwise ensure that the Treasury's interests are represented.
(-30 Resources per Turn/+5 political support) (Give number of times this is taken in vote)

Unfortunately, the extra PS will probably be lost.
 
Well, it's back. A surprise, to be sure, but a welcome one. :D

I would like to point out that GD-3 has Refits covering Phase 2-3 and Munitions covering Phase 4-5. We can slap out Phase 1, and the departments handle the rest. This seems like a good use of dice. I would say I think if we spent this turn on a different Talons project, they wouldn't complain regarding the factory. We probably would want to work on it next turn through.

As for +Labor paths... I would think that civil prosthetics and civil sensory augmentics could be sources, as we restore limbs and senses to people that would otherwise not be able to work due to permanent injuries. Longer term, the Drone control hub seems like a good path to reduce Labor needs in general.
 
Alright, evening's here, let's see who's got particle beams:
[] Plan Burning Political Support
...
--[] Military Particle Beam Development (Tech) 1 die 20R 52%
[] Plan at your Service
...
-[] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
Only these two so far, but I'm wishing both the best of luck! Here's to a future where our tanks are cockroaches, our chip fabs snort cocaine, and our spaceships blow the scrin out of the solar system with enhanced ion canons. 🍷🍷
 
Newest version with an extra 60 RpT burnt off by donating it to the general GDI budget. The PS will be totally wasted but honestly if the die is just sitting idle... it feels kinda shitty to not be a team player just because we're already maximally popular. If we literally can't spend the money we might as well pass it on, lack of reward be damned.

[]Plan Sweeping Out the Cobwebs
-[]Infrastructure (5/5 dice, +27) 55 Resources
--[] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (15R) 0%
--[] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 88%
--[] Trans-American Railroad: 0/120, 1 die (10R) 11%
-[]Heavy Industry (5/5 dice + Erewhon, +34) 90 Resources
--[] North Boston Chip Fabricator (Phase 5): 750/1805, 5 dice + Erewhon (90R) 0%
-[]Light and Chemical Industry (4/4 dice, +29) 120 Resources
--[] Bergen Superconductor Foundry (Phase 5): 144/1140, 4 dice (120R) 0%
-[]Agriculture (6/6 dice, +29) 60 Resources
--[] Reforestation Campaign Preparations (Phase 2): 280/790, 2 dice (10R) 0%
--[] Vertical Farming Projects (Stage 5): 78/215, 2 dice (30R) 91%
--[] Strategic Food Stockpile Construction (Phase 5): 149/170, 1 die (10R) 100%
--[] Organ Farming Programs: 81/120, 1 die (10R) 100%
-[]Tiberium (7/7 dice, +39) 240 Resources
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0/190, 2 dice (60R) 57%
--[] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
-[]Orbital (10/7 dice, +34) 230 Resources
--[] High Density Housing Bay: 0/295, 3 dice (60R) 40%
--[] Assembler Bay: 0/255, 3 dice (60R) 80%
--[] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[] Lunar Homesteading (Phase 1): 0/250, 3 dice (90R) 71%
-[]Services (5/4 dice, +35) 100 Resources
--[] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
-[]Military (9/7 dice, +31) 190 Resources
--[] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (90R) 99%
--[] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
-[]Bureaucracy (3/4 dice, +29) 120 Resources
--[] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[] Transfer Funds to the General Pool (x2, -60 RpT), 1 die (autocomplete)
--[] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
Total Cost: 1205/1250R + 130R reserved, new reserve 175R
 
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I don't know what you're talking about here, by the way. Void's got 7+E+AA dice on North Boston, which is not at all a "slow-walk." In fact, it's heavy enough investment that it becomes overwhelmingly likely we can finish the job in a single turn afterwards. Given that we have twelve dice or more to go on North Boston, two turns to completion is about as good as we can reasonably ask for.

Also, it's not quite a parliamentary demand as such. We're expected to complete three of a list of industrial megaprojects by 2065Q4. Since the list includes Chicago and Reykjavik, we have one left. Since we made an unrelated promise to Erewhon complete North Boston, which covers "number three," the two promises have effectively collapsed into one. But Parliament, strictly speaking, doesn't care whether we finish the project in 2064 or '65, and we are already well along towards completion of the original promise (about half done on the last third of the promise) from their perspective.

Furthermore, Parliament would seem to be just about as happy if we finished Bergen.
I meant the Consumer Goods/Standard of Living realignment.

Anyway:
Done on waay too little brainpower, and the gremlins may have taken up residence in my head, but here's a plan!
[]Plan Gremlinstomping
-[] Infrastructure 5/5 dice +27 90R
--[] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[] Japan-Korea Tunnel (New) 0/350 4 dice 80R 29%
-[] Heavy Industry 5/5 + 2 Free + Erewhon dice +34 120R
--[] North Boston Chip Fabricator (Phase 5) 750/1805 7 + Erewhon dice 120R
-[] Light and Chemical Industry 4/4 dice +29 120R
--[] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R
-[] Agriculture 6/6 dice +29 85R
--[] Spider Cotton Plantations (Phase 2+3) 60/325 3 dice 45R 56%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
--[] Organ Farming Programs (Tech) (MS) 81/120 1 die 10R 100%
-[] Tiberium 7/7+1 free dice +39 260R
--[] Xenotech Tiberium Processing Plants (Stage 1) (New) 4 dice 160R 97%
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 57%
--[] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%
-[] Orbital 7/7 + 2 Free dice +34 210R
--[] High Density Housing 0/295 3 dice 60R 40%
--[] Assembler Bay 0/255 2 dice 40R 2%
--[] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
--[] Lunar Homesteading (Phase 1) 0/250 3 dice 90R 71%
-[] Services 4/4 + 1 free + AA dice +35 125R
--[] Cosmetic Biosculpting (Tech) 308/345 1 die 30R 100%
--[] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
--[] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
--[] Phage Engineering Development (Tech) 0/40 1 AA die 15R 100%
--[] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%
-[] Military 6/6 dice +31 125R
--[] Initiative Laser Systems Deployment (Phase 1) 0/185 3 dice 75R 99%
--[] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%
--[] Modular Rapid Assembly Prototype Factory 168/265 1 die 20R 51%
-[] Bureaucracy 4 dice +29
--[] Administrative Assistance 2 dice auto (Phage Engineering Development)
--[] Hand Off Capital Goods to Market 1 die auto
---[ ] Hand Off 10 Capital Goods
--[] Realign Standard of Living (New) 1 die auto
---[ ] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn
1135/1380R
 
Hmmm should I drop an admin die so I can give some cap goods to the markets and realign folks standard of living or should I keep it as is?

Newest version with an extra 60 RpT burnt off by donating it to the general GDI budget. The PS will be totally wasted but honestly if the die is just sitting idle... it feels kinda shitty to not be a team player just because we're already maximally popular. If we literally can't spend the money we might as well pass it on, lack of reward be damned.
Maybe give that money to InOps instead as we did promise them at least one more payment of resources.
 
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Hmmm should I drop an admin die so I can give some cap goods to the markets and realign folks standard of living or should I keep it as is?


Maybe give that money to InOps instead as we did promise them at least one more payment of resources.
I would drop the admin dice for the cap good/standard living combo, I ended up doing that as when I calced worst case cap good consumption I still had a sizeable buffer with the cap good handout

I'm doing both, we have so much money that we can give 60 to InOps and 60 to the rest of the GDI and still add to the reserve this turn. With improved refineries and another super glacier mine imminent. Money is really not a problem rn.
Until we get another portal type project, though reforestation and GD-3 being so cheap is helping a lot
 
[ ] Wet AI Development (Tech) (MS)
While Wet AI, or Biological AI, is certainly not a new proposal, developing intelligent life is far from a comfortable idea for many in the Initiative. However, GDI does need means of providing for a graying population, and even if it shall fall, perhaps these beings may be a worthy successor.
(Progress 0/240: 30 resources per die)

Are these like Bioroids from Appleseed? Biologically engineered people designed to help others?
 
I think we should burn of a little political support first before doing something that will get us large amounts of it just so that it wont fade at the end of a turn.

Are these like Bioroids from Appleseed? Biologically engineered people designed to help others?
It's the tech that went into making CABAL so probably not?

[X] Plan Burning Political Support
-[X]Infrastructure 5/5 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 75R
--[X] Blue Zone Arcologies (Stage 5) 29/450 1 die 15R 0%
--[X] Postwar Housing Refits (Phase 2) 33/150 2 dice 20R 97%
--[X] Japan-Korea Tunnel 0/350 2 dice 40R 0%
-[X]Heavy Industry 5/5 Free Dice: 3/6 Admin Dice: 0/2 AI Dice: 0/1 155R
--[X] North Boston Chip Fabricator (Phase 5) 750/1805 5 dice 75R 0%
--[X] Aberdeen Isolinear Fabricator (Phase 1) 0/90 1 die 30R 69%
--[X] Microfusion Cell Laboratories 0/150 2 dice 50R 94%
-[X]Light and Chemical Industry 4/4 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 120R
--[X] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%
-[X]Agriculture 6/6 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 80R
--[X] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30R 100%
--[X] Strategic Food Stockpile Construction (Phase 5) 159/170 1 die 10R 100%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
--[X] Organ Farming Programs (Tech) (MS) 81/120 1 die 10R 100%
-[X]Tiberium 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 0/1 180R
--[X] Xenotech Tiberium Processing Plants (Stage 1) 0/300 2 dice 80R 0%
--[X] Liquid Tiberium Power Cell Deployment (Phase 3) 2 dice 40R 100%
--[X] Enhanced Harvest Tiberium Spikes 0/180 3 dice 60R 100%
-[X]Orbital 7/7 Free Dice: 0/6 Admin Dice: 0/2 AI Dice: 1/1 190R
--[X] GDSS Columbia Bays
---[X] High Density Housing 0/295 3 dice 60R 40%
--[X] GDSS Shala Bays
---[X] Species Restoration Bay (stage 1) 206/255 1 die + Erewhon 40R 100%
--[X] Lunar Homesteading (Phase 1) 3 dice 90R 71%
-[X]Services 4/4 Free Dice: 1/6 Admin Dice: 1/2 AI Dice: 0/1 130R
--[X] Autodoc Systems Deployment 0/280 2 dice 60R 0%
--[X] Cosmetic Biosculpting (Tech) 308/345 1 die 30R 100%
--[X] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
--[X] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[X]Military 6/6 Free Dice: 2/6 Admin Dice: 1/2 AI Dice: 0/1 140R
--[X] Stealth Field Generator Development (Tech) 0/60 1 die 15R 99%
--[X] Tib Core Missile Seeker Analysis (Tech) 0/60 1 die 5R 99%
--[X] Initiative Laser Systems Deployment (Phase 1) 0/185 1 admin die 25R 0%
--[X] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
--[X] Advanced Articulation Systems (Tech) 0/60 1 die 15R 99%
--[X] NovaHawk Development (High Priority) (Platform) 0/40 1 die 15R 100%
--[X] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 1 die 15R 99%
--[X] Modular Rapid Assembly Prototype Factory 168/265 1 die 20R 51%
--[X] Fast Twitch Myomers Development (Tech) 0/60 1 die 10R 99%
-[X]Bureaucracy 4/4 Free Dice: 0/6 AI Dice: 0/1 0R
--[X] Administrative Assistance (Initiative Laser Systems Deployment) 2 dice
--[X] Hand Off Capital Goods to Market
---[X] Hand Off 5 Capital Goods 1 die
--[X] Realign Standard of Living
---[X] Moderate adjustment: -200 Consumer Goods, -12 Consumer Goods/Turn 1 die
-[X]Free Dice 6/6
--[X] 3 in Heavy Industry
--[X] 1 in Services
--[X] 2 in Military
-[X]Resources Income 1080/1250 Reserve 0/130 Bank 100

[X]Plan About That Labor Shortage
 
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[X]Plan Sweeping Out the Cobwebs
-[X]Infrastructure (5/5 dice, +27) 70 Resources
--[X] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (30R) 0%
--[X] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 88%
--[X] Trans-American Railroad: 0/120, 1 die (10R) 11%
-[X]Heavy Industry (5/5 dice + Erewhon, +34) 90 Resources
--[X] North Boston Chip Fabricator (Phase 5): 750/1805, 5 dice + Erewhon (90R) 0%
-[X]Light and Chemical Industry (4/4 dice, +29) 120 Resources
--[X] Bergen Superconductor Foundry (Phase 5): 144/1140, 4 dice (120R) 0%
-[X]Agriculture (6/6 dice, +29) 60 Resources
--[X] Reforestation Campaign Preparations (Phase 2): 280/790, 2 dice (10R) 0%
--[X] Vertical Farming Projects (Stage 5): 78/215, 2 dice (30R) 91%
--[X] Strategic Food Stockpile Construction (Phase 5): 149/170, 1 die (10R) 100%
--[X] Organ Farming Programs: 81/120, 1 die (10R) 100%
-[X]Tiberium (7/7 dice, +39) 240 Resources
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0/190, 2 dice (60R) 57%
--[X] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[X] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
-[X]Orbital (10/7 dice, +34) 230 Resources
--[X] High Density Housing Bay: 0/295, 3 dice (60R) 40%
--[X] Assembler Bay: 0/255, 3 dice (60R) 80%
--[X] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[X] Lunar Homesteading (Phase 1): 0/250, 3 dice (90R) 71%
-[X]Services (5/4 dice, +35) 100 Resources
--[X] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[X] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[X] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[X] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[X] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
-[X]Military (8/6 dice, +31) 150 Resources
--[X] Initiative Laser Systems Deployment (Phase 1): 0/185, 2 dice (50R) 43%
--[X] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[X] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[X] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[X] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
-[X]Bureaucracy (4/4 dice, +29) -90 Resources per Turn
--[X] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[X] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[X] Transfer Funds to the General Pool (x1, -30 RpT), 1 die (autocomplete)
--[X] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
-[X]Total Cost: 1060/1160R + 130R reserved, new reserve 230R
 
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1035/1250+130

[X] Plan Goals and Labor
Infra 5/5+2 free 95R +27
-[X] Blue Zone Arcologies (Stage 5) 29/450 5 dice 75R 37%
-[X] TransAmerican Railroad (New) 0/120 2 dice 20R 96%
HI 5/5+3 free+Erewhon 165R +34
-[X] North Boston Chip Fabricator (Phase 5) 750/1805 6 dice+Erewhon 105R 0%
-[X] Aberdeen Isolinear Fabricator (Phase 1) 0/90 2 dice 60R 100%
LCI 4/4 120R +29
-[X] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%
Agri 6/6+AA 50R +29
-[X] Reforestation Campaign Preparations (Phase 2) 280/790 5 dice 25R 2%
-[X] Vertical Farming Projects (Stage 5) 78/215 1 die 15R 1%
-[X] Organ Farming Programs (Tech) (MS) 81/120 1 AA die 10R 76%
Tiberium 7/7 200R +39
-[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 57%
-[X] Xenotech Tiberium Processing Plants (Stage 1) (New) 0/300 3 dice 120R 34%
-[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 20R 70%
Orbital 7/7 170R +34
-[X] High Density Housing 0/295 3 dice 60R 40%
-[X] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
-[X] Lunar Homesteading (Phase 1) 0/250 3 dice 90R 71%
Services 4/4 80R +35
-[X] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
-[X] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
-[X] Drone Control Hub Development (New) (Tech) 0/180 2 dice 40R 72%
Military 7/7+1 free 140R +31
-[X] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 3 dice 60R 42%
-[X] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%
-[X] Unmanned Support Ground Vehicle Deployment 0/240 3 dice 60R 72%
Bureau 4/4 +29 0R
-[X] Administrative Assistance 2 dice auto (Organ Farming Programs)
-[X] Hand Off Capital Goods to Market (10 cap goods) 1 die auto
-[X] Realign Standard of Living (Moderate Adjustment) 1 die auto

Free 6/6
2 Infra, 3 HI, 1 Mil
Erewhon 1/1
1 HI

So this plan is focused around knocking out plan goals as well as trying to unlock labor boosts to solve the labor shortage that will hit us this plan. I am also handing off the last set of cap goods and boosting standards of living.

Plan Goals
Provide 13 Consumer Goods points from the Treasury (+4 BZ Arcology 37%, +4 Vert Farming 1%)
Increase Income by 390 (57% for 60 to 90 Deep RZ, 70% for 10 Tiberium Spikes)
Increase Tiberium Processing limit by 470 (34% to finish)
Increase population in space by 14.45k (40% for 1.4k and 71% for 1k)
Provide 14 Points of Red Zone Abatement (57% for 2 points Deep RZ)
Spend at least one die on Steel Talons projects every turn (complied, 2 dice)

Projects
Complete Karachi Planned City by end of 2065 (plan to Start Q4)
Complete North Boston Phase 5 (7 dice assigned)
Deploy Governor-A refit
Complete at least 4 Ground Forces Zone Armor factories (42% for 1 phase)
Complete Reforestation Campaign Preparation Phase 2 (2% to finish)
Develop Next Generation Armored Vehicles by end of 2065
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits (working on Arcology to cover residents of housing refits and any other housing influx needs)

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. (complied)
Spend no more than two free dice per turn on Military. (complied)
Hand off at least 10 more points of Capital Goods to market over the course of the plan. (Done this turn)
 
[X]Plan Gremlinstomping
-[X] Infrastructure 5/5 dice +27 90R
--[X] Postwar Housing Refits (Phase 2) 33/150 1 die 10R 14%
--[X] Japan-Korea Tunnel (New) 0/350 4 dice 80R 29%
-[X] Heavy Industry 5/5 + 2 Free + Erewhon dice +34 120R
--[X] North Boston Chip Fabricator (Phase 5) 750/1805 7 + Erewhon dice 120R
-[X] Light and Chemical Industry 4/4 dice +29 120R
--[X] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R
-[X] Agriculture 6/6 dice +29 75R
--[X] Spider Cotton Plantations (Phase 2) 60/160 2 dice 40R 100%
--[X] Strategic Food Stockpile Construction (Phase 5) 149/170 1 die 10R 100%
--[X] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
--[X] Organ Farming Programs (Tech) (MS) 81/120 1 die 10R 100%
-[X] Tiberium 7/7+1 free dice +39 260R
--[X] Xenotech Tiberium Processing Plants (Stage 1) (New) 4 dice 160R 97%
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4) 0/190 2 dice 60R 57%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 70%
-[X] Orbital 7/7 + 2 Free dice +34 210R
--[X] High Density Housing 0/295 3 dice 60R 40%
--[X] Assembler Bay 0/255 2 dice 40R 2%
--[X] Species Restoration Bay (Stage 1) 206/255 1 die 20R 100%
--[X] Lunar Homesteading (Phase 1) 0/250 3 dice 90R 71%
-[X] Services 4/4 + 1 free + AA dice +35 125R
--[X] Cosmetic Biosculpting (Tech) 308/345 1 die 30R 100%
--[X] Civil Sensory Augmentics Development (Tech) 67/120 1 die 20R 100%
--[X] Civil Prosthetics Development (Tech) 79/120 1 die 20R 100%
--[X] Phage Engineering Development (Tech) 0/40 1 AA die 15R 100%
--[X] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%
-[X] Military 6/6 dice +31 115R
--[X] Initiative Laser Systems Deployment (Phase 1) 0/185 3 dice 75R 99%
--[X] GD-3 Deployment (Phase 1) 0/180 2 dice 20R 49%
--[X] Modular Rapid Assembly Prototype Factory 168/265 1 die 20R 51%
-[X] Bureaucracy 4 dice +29
--[X] Administrative Assistance 2 dice auto (Phage Engineering Development)
--[X] Hand Off Capital Goods to Market 1 die auto
---[X] Hand Off 10 Capital Goods
--[X] Realign Standard of Living (New) 1 die auto
---[X] Large adjustment: -250 Consumer Goods, -15 Consumer Goods/Turn

1115/1380R

Edited to put a die on Food Stockpiles
 
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