[X] Plan at your Service
[X]Plan Gremlinstomping
[]Plan Sweeping Out the Cobwebs
 
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1120R

[X] Plan at your Service
-[X] Infrastructure 5 Dice 90R
--[X] Japan-Korea Tunnel (New) 0/350 4 dice 80R 29%
--[X] TransAmerican Railroad (New) 0/120 1 die 10R
-[X] Heavy Industry 5 Dice 105
--[X] North Boston Chip Fabricator (Phase 5) 750/1805 3 dice 45R 0%
--[X] Aberdeen Isolinear Fabricator (Phase 1) 0/90 2 dice 60R 100%
-[X] Light and Chemical Industry (4 dice 4/4 120R +29
--[X] Bergen Superconductor Foundry (Phase 5) 144/1140 4 dice 120R 0%
-[X] Agriculture 6 Dice 80R
--[X] Spider Cotton Plantations (Phase 2) 60/160 2 dice 30R 99%
--[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 Dice 240R
--[X] Xenotech Tiberium Processing Plants (Stage 1) 0/300 3 dice 140R 34%
--[X] Enhanced Harvest Tiberium Spikes 0/180 2 dice 40R 100%
--[X] Forgotten Experimentation 0/260 2 dice 60R 3%
-[X] Orbital 7 170R
--[X] GDSS Columbia Bays
---[X] High Density Housing 0/295 3 dice 60R 42%
--[X] GDSS Shala Bays
---[X] Species Restoration Bay (stage 1) 206/255 1 die 20R 100%
--[X] Lunar Homesteading (Phase 1) 3 dice 90R 71%
-[X] Services 4 Dice 6 Free Dice 2 AA Die Erewhon 315R
--[X] Autodoc Systems Deployment 0/280 3 dice 90R 43%
--[X] Cosmetic Biosculpting 293/345 1 die 30R 98%
--[X] Civil Sensory Augmentics Development 67/120 1 die 20R 90%
--[X] Civil Prosthetics Development 79/120 1 die 20R 95%
--[X] Phage Engineering Development (Tech) 0/40 1 AA die 15R 61%
--[X] Biowarfare Countermeasures Development (Tech) 0/40 1 AA die 15R 61%
--[X] Rage Engine Development (Tech) 0/80 1 die 25R 89%
--[X] Wet AI Development (Tech) (MS) 0/240 1 dice 1 Erewhon 60R 0%
--[X] Drone Control Hub Development (Tech) 0/180 2 dice 40R 72%
-[X] Military 6/6 125R
--[X] Initiative Laser Systems Deployment (Phase 1) 0/185 2 dice 60R 43%
--[X] Military Particle Beam Development (Tech) 0/100 1 die 20R 55%
--[X] Advanced Articulation Systems (Tech) (New) 0/60 1 die 15R 99%
--[X] Governor-A Deployment (Refits) 0/350 1 die 20R
--[X] Fast Twitch Myomers Development (Tech) (New) 0/60 1 die 10R 92%
-[X] Bureaucracy 3 dice 0R
--[X] Administrative Assistance (Phage Engineering Development)
--[X] Administrative Assistance (Biowarfare Countermeasures Development)
 
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Due to personal life, I'm not going to take time to look at this for a long time, so I'm bowing out of this race. Cryo's plan looked decent when last I checked, but I may not have time to really think about it for a while.

I'm absolutely fine, I'm just bowing out.
 
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.
I will say that if we're gonna give up RpT, we might as well give it to InOps first so we can keep our promises, THEN start sending it to the general pool.

-[]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
I, uh, think that 60 RpT to the general pool AND 60 to InOps might be overdoing it...

You never know when the really desirable 60 R/die project might show up. :p
 
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I, uh, think that 60 RpT to the general pool AND 60 to InOps might be overdoing it...

You never know when the really desirable 60 R/die project might show up. :p
Why? It still leaves us with 45 more than we can spend this turn and a thicc reserve, with two super glaciers essentially available on demand if we ever need more money in a pinch. We could even handle a 100 RpD project without having to do too many contortions with how deep the reserve is getting.
 
Huh I've just realised that mine is the only plan that is developing next gen aircraft to challenge NODs xenotech fighters... so is the plan to just ignore NODs xenotech fighters when we go for Karachi?
 
Huh I've just realised that mine is the only plan that is developing next gen aircraft to challenge NODs xenotech fighters... so is the plan to just ignore NODs xenotech fighters when we go for Karachi?
Given the time to design, then build factories to create, its pretty much too late for that.

The superior missile MIGHT help... a little.. Maybe.. if we roll really well.
 
Rockets might make it in time for karachi but the new air frame won't, yeah. I'm single-issuing for particle beams, but them missile upgrades are basically the only buff to GDI air power that I can see being on the table. With nod bargheist BS assured, there's a pretty good argument to take them now for that reason.

Does anything other than Plan Burning Political Support take Thunderbolt II or Tib Core Missile Seeker Analysis?
 
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The thing that immediately jumps out at me about plan cobwebs is that we've got a lot of expensive-per-die projects coming in the near future, but rather than taking the opportunity to build a strong reserve, it's going to be handing off a lot of funds. InOps is one thing, but if we suddenly need to take aberdeen, or smash out multiple phases of xenotech refineries, or get the next portals project? We're going to be in the red even if we keep the 120 rpt that cobwebs sends to the general pool.

I really think we should be saving that money for now.
 
2064 Q2 Four Year Plan Required Dice
Infrastructure Projects
Infrastructure requires the Planned City Project of Karachi and the Post War Housing Refits.

Required Projects:
-Karachi Planned City Phase 1-5: 0/1515 Progress ~9 dice median
--Requires 12 Labor
--Provides 20 Logistics
--Note: Dice split between Infrastructure and Tiberium.

-Post War Housing Refits Phase 2-3: 33/300 Progress ~3 dice median

Semi Required Projects:
-None

Infrastructure Total = 12 dice
35 Infrastructure dice for the rest of the Plan, 23 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry requires the completion of North Boston. Additionally, we are going to need a several phases of 2CCF plants to support CCF replacement over the next several years.

Required Projects:
-North Boston Chip Fabricator Phase 5: 750/1805 Progress ~12 dice median
--Requires 8 Energy
--Requires 2 Labor
--Provides 32 Capital Goods
--Provides 16 Consumer Goods

Semi Required Projects:
-Second Generation Continuous Cycle Fusion Plants Phase 5-8: 117/1080 Progress (~13 dice) ~14 dice median
--Requires 3 Labor
--Provides 76 Energy
--Note: Total CCF Energy to be replaced is 144 Energy. We only need 32 Energy ready this plan for the shut downs on Q1 2065 and Q4 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan (IE 14 dice) with the knowledge that we don't strictly need more then 32 Energy and that every bit beyond that helps us in the future.

Heavy Industry Total = 26 dice
35 Heavy Industry dice for the rest of the Plan, 9 dice available, 0 free dice required
Light and Chemical Industry Projects
Light and Chemical Industry does require any additional projects.

Required Projects:
-None

Semi Required Projects:
-None

Light and Chemical Industry Total = 0 dice
28 Light and Chemical Industry dice for the rest of the Plan, 28 dice available, 0 free dice required
Agricultural Projects
Agriculture requires Phase 2 of Reforestation Preparation.

Required Projects:
-Reforestation Preparation Campaign Phase 2: 280/790 Progress ~6 dice median

Semi Required Projects:
-None

Agricultural Total = 6 dice
42 Agricultural Dice for the rest of the Plan, 36 dice available, 0 free dice required.
Tiberium Projects
Tiberium is needed for the planned city of Karachi, an additional 14 RZ Mitigation, 250 Income and 470 Processing. Also, the currently described strategy employs Vein Mines as the primary source of Income post the Deep Glacier Mines. It is possible to replace the Vein Mines with Glacier Mines (see here), but we will see escalating Logistics costs. It is also possible to replace the Vein Mines with Offshore Tiberium Harvesting, however, that will put additional strain on our Navy.

Required Projects:
-Karachi Planned City Phase 1-5: ~9 dice median
--Note: Dice split between Tiberium and Infrastructure.

-Xenotech Tiberium Processing Plants Phase 1: 0/300 Progress ~3 dice median
--Requires 4 Energy
--Requires 3 Logistics
--Requires 1 Labor
--Provides 500 Processing
--Provides ~5 STU

Semi Required Projects:
-Tiberium Vein Mines Phase 11-12: 4/330 Progress ~4 dice median
--Requires 4 Capital Goods
--Provides ~60 RpT

-Deep Red Zone Glacier Mining Phase 4-5: 28/380 Progress ~4 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/520 Progress ~5 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT

Tiberium Total = 25 dice
49 Tiberium Dice for the rest of the Plan, 24 dice available, no free dice required.
Orbital Projects
Orbital currently requires the movement of 14450 people to Space.

Required Projects:
-GDSS Columbia High Density Housing Bay: 0/295 ~3 dice median
--Provides 1200 Space Population

-Lunar Homesteading (Phase 1-14): 0/3500 ~41 dice median
--Provides 14000 Space Population

-Space Population Commitment:
--Total Required: 14450
--Total Produced: 15200

Semi Required Projects
-None

Orbital Total = 44 dice
49 Orbital Dice for the rest of the Plan, 5 available, no free dice required.
Services Projects
Required Projects:
-Regional Hospital Expansions Phase 2: 85/275 Progress ~2 dice median
--Requires 1 Energy
--Requires 1 Capital Goods
--Requires 1 Labor
--Provides 4 Health

Semi Required Projects:
-None

Services Total = 2 dice
28 Services Dice for the rest of the Plan, 26 available, no free dice required.
Military Projects
Military requires the completion of multiple small projects.

Required Projects:
General Military
-Reclamator Hub Red Zone x1: 0/250 Progress ~3 dice
--Provides 1 Energy
--Provides 2 RZ Mitigation
--Provides 5 RpT
--Provides 1 STUs
-General Military Total = 9 dice

ZOCOM
-ZOCOM Total = 0 dice

Air Force
-Air Force Total = 0 dice

Space Force
-Space Force Total = 0 die

Ground Forces
-Ground Forces Zone Armor x4: 11/1140 Progress ~14 dice
--Requires 16 Energy
--Requires 8 Capital Goods
--Requires 8 Labor

-Next Generation Armored Vehicles: 0/160 Progress ~2 dice
-Ground Forces Total = 16 dice

Navy
-Governor A Deployment: 66 + 30 (Refit Department) * 7 (Turns Remaining) = 276/350 Progress ~1 die median
--Requires 2 Energy
--Requires 3 Capital Goods
--Provides 1 Labor
-Navy Total = 1 dice

Steel Talons
-At least 7 Steel Talon dice
-Steel Talons Total = 7 die

Military Total = 27 dice
42 Military dice for the rest of the Plan, 15 dice available, 0 free dice required.
Economic Targets/Factors
-Energy: 62 current, 5 in reserve
--32 Required by CCF Replacement (16 Q1 2065, 16 Q4 2065)
--8 Required by North Boston Chip Fabricator
--4 Required by Xenotech Tiberium Processing Plants
--1 Required by Hospitals
--16 Required by GFZA
--2 Required by Governor A Deployment
--76 Provided by 2CCF
--35 Provided by DEA
--4 Provided by Deep Glaciers
--3 Provided by RZ Containment Lines
--1 Provided by RZ MARVs
--Net: 118 Energy
---Note this is sufficient for all remaining CCF replacement

-Logistics:‌ 38
--3 Required by Xenotech Tiberium Processing Plants
--6 Required by Deep Glaciers
--20 Provided by Karachi Planned City
--Net: 49 Logistics

-Food:‌ 50
--Net: 50 Food

-Capital Goods: 23
--10 Required by Civilian Market
--4 Required by Vein Mines
--1 Required by Hospitals
--8 Required by GFZA
--3 Required by Governor A Deployment
--14 Provided by DIA
--32 Provided by North Boston Chip Fabricator
--Net: 43 Capital Goods

-Consumer Goods: 277 current, Must produce 13
--21 Provided by BoA and CID
--16 Provided by North Boston Chip Fabricator
--Total Produced: 37
--Net: 314

-STU: 3
--3 Produced by new income
--1 Produced by RZ MARV
--5 Produced by IHG Plants
--Net: 12

-Labor: 19, -1 per turn
--7 Removed by Greying Population
--2 Provided by CCF Plant Decommissioning (1 Q1 2065, 1 Q4 2065)
--1 Provided by Governor A Refit
--2 Required by North Boston Chip Fabricator
--3 Required by ICCF
--12 Required by Karachi Planned City
--1 Required by Xenotech Tiberium Processing Plants
--1 Required by Hospitals
--8 Required by GFZA
--Net: -5
---We require additional Labor sources, either through Services (5thGen EVA, Cosmetic Bio Scuplt, etc) or via North Boston and better AI

-Tiberium Processing: Must produce 470
--500 Provided by IHG Tiberium Processing Plants
--Total Produced: 500

-Income RpT: Must produce 390
--140 Provided by Private Industry (current 20 RpT/T tax growth)
--150 Provided by Deep Glacier Mines
--45 Provided by Containment Lines
--60 Provided by Vein Mines
--5 Provided by RZ MARVs
--Total Produced: 400

-RZ Mitigation: Must produce 14
--4 Provided by Deep Glacier Mines
--9 Provided by Containment Lines
--2 Provided by RZ MARVs
--Total Produced 15

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 35 Total, 12 Required, 23 Available
Heavy Industry: 35 Total, 26 Required, 9 Available
Light and Chemical Industry: 28 Total, 0 Required, 28 Available
Agriculture: 42 Total, 6 Required, 36 Available
Tiberium: 49 Total, 24 Required, 25 Available
Orbital: 49 Total, 44 Required, 5 Available
Services: 28 Total, 2 Required, 26 Available
Military: 42 Total, 27 Required, 15 Available
Free: 42 Total, 0 Required, 42 Available
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the economic costs of the other required and semi required projects.

Updates:
-Xenotech Tiberium Processing replacing IHG plants.

General Thoughts:
-The Income, Processing, and Mitigation goals are likely to need updating when the new turn is posted because of Xenotech Tib and Liquid Tib Refinement, along with Tib Spikes.
- As it stands we will require additional Labor before the end of the Plan. It is unknown at this time which projects will increase Labor, to what degree, and at what cost. Likely sources include: Augmetics and Surgery (Civil Sensory Augmentics Development, Civil Prosthetics Development, Cosmetic Biosculpting, and Autodoc Systems Deployment), Mental Health (Rage Engine Development and Wet AI Development), and Mechanical (North Boston, Bureaucracy AEVA, Drone Control Hub Development)

Any questions/comments are welcome
 
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Bleh. I don't have my notes with me for over a week.

IIRC, we needed to maintain an average of 2 dice on new gen fusion power to remain ahead of the impending wave of plant failures. I think it was also mentioned that we'd be able to decommission early if we had a big enough surplus, which might have benefits.

For Karachi, we have no time left for military asset building. Everything is now locked in.
However, we can still plan for various attacks on logistics/infrastructure/etc. We also anticipated that there might be another refugee wave.
So, adding buffers to Health, Food, Logistics, Capital Goods and stockpiles is desirable.

For our Plan Goals, getting that RZ abatement will be crunchy, while the Space Pop target is super-crunchy-max-plus-2.0 level difficulty.
For the RZ abatement, we have an issue where ZOCOM needs as much support as we can give it, as Red Zones are getting wild enough that I'd reclassify some as 'Black Zones'.
Zrbite and Zone Armor are expected to help with that.
For the Space Pop, it isn't clear how we can achieve this. We probably don't have any spare dice for any Bays outside of High Density Housing, and even the Species Restoration Bays are likely coming out of Free Dice.
I think the way forward was to push on the Lunar Mining and the Lunar Homesteading projects until we got Lunar City options. But new stations are also a possibility, which would be good to do in parallel with Lunar cities for less surge risks.
 
Bleh. I don't have my notes with me for over a week.

IIRC, we needed to maintain an average of 2 dice on new gen fusion power to remain ahead of the impending wave of plant failures. I think it was also mentioned that we'd be able to decommission early if we had a big enough surplus, which might have benefits.

For Karachi, we have no time left for military asset building. Everything is now locked in.
However, we can still plan for various attacks on logistics/infrastructure/etc. We also anticipated that there might be another refugee wave.
So, adding buffers to Health, Food, Logistics, Capital Goods and stockpiles is desirable.

For our Plan Goals, getting that RZ abatement will be crunchy, while the Space Pop target is super-crunchy-max-plus-2.0 level difficulty.
For the RZ abatement, we have an issue where ZOCOM needs as much support as we can give it, as Red Zones are getting wild enough that I'd reclassify some as 'Black Zones'.
Zrbite and Zone Armor are expected to help with that.
For the Space Pop, it isn't clear how we can achieve this. We probably don't have any spare dice for any Bays outside of High Density Housing, and even the Species Restoration Bays are likely coming out of Free Dice.
I think the way forward was to push on the Lunar Mining and the Lunar Homesteading projects until we got Lunar City options. But new stations are also a possibility, which would be good to do in parallel with Lunar cities for less surge risks.

For the Fusion Power replacements, technically, if we continue with 2 dice a turn on average, we'll have all the Energy we need for all the replacements by the end of this Plan. We are already good for the two shut downs coming up next year and for all required Energy expenditures this plan. We could afford to stretch the average 2CCF investment to:

Total required Energy:
62 Current
+5 per Turn from DEA * 18 turns = 90
+7 from required RZ construction
-8 from North Boston
-1 from Hospitals
-4 from Xenotech Processing Plants
-16 from GFZA
-2 from Governor A Refit
-144 CCF replacement by Q4 2068 (18 turns from now)
62+90+7-8-1-4-16-2-144 = -16
This means we technically only need 1 additional 2CCF plant, which would provide 19 Energy. This assumes we don't need any additional Energy from now to Q4 2068, which is not going to happen, but given it takes about 3 dice per phase, we could probably drop it down to an average 1 die per turn, which would give us a total of 95 extra Energy from now to when the last CCF plant shuts down for various projects.

For Karachi, I agree with you entirely, though we have made good progress on having a descent buffer with +50 Food, +62 Energy and +38 Logistics.
 
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