[X] Plan A Tank Load of Military Development
[X] Plan Twenty Minutes to the Future
[X] Plan Use Your Imagination
 
As of this writing, there are so many "tied for second place" plans, it seems, that I don't have the spoons to comment on them all.

Saw the update, got to the end of the thread and realized I only had 20 minutes to make a plan. Hence the plan name.

[] Plan Twenty Minutes to the Future
-[] Infrastructure (5/5 + 1 AA dice, +27) 85 Resources
--[] Rail Network Construction Campaigns (Phase 6) 221/245 1 AA die 15R 99%
--[] Trans-American Railroad: 0/120 1 die 10R 99%
--[] Construction Drone Centralization (New) 0/120 1 die 15R 11%
--[] Drone Logistical Integration (New) 0/240 3 dice 45R 60%
OK, so as I said to Folklore, I think it might be worth shuffling dice so that Construction Drone Centralization completes this turn. We've got Karachi coming up and it's the kind of program that could really, really benefit from the construction workers being able to telework so that as few people as possible are actually in danger in case Al-Isfahani slips a missile past our defense grid, aimed at the construction works, and it turns out to be nuclear-tipped.

Also helpful for doing rapid emergency civil engineering work in fallout zones, though GDI has plenty of experience adjacent to that from tiberium remediation.

...

In other news, you did the "just seven dice on North Boston" thing. You split the Light Industry dice differently, which is fine for me. Agriculture okay, tiberium... uh, well, I'm not sure we should go with four dice on the refineries but we can now spare the Labor and +10 STUs sure sounds nice. I can work with it, it's not a bad plan even if I might not do it myself. I might lean more heavily into the glacier mines (ZOCOM isn't groaning too loud right now) and let the refineries take a little longer, myself. I guess maybe you're mashing the button hard to be sure of getting the enhanced portal project next turn?

-[] Orbital (7/7 + 1 Erewhon dice, +34) 210 Resources
--[] High Density Housing 255/295 1 Erewhon die 20R 90%
--[] Species Restoration Bay (Stage 2) 32/255 2 dice 40R 18%
--[] Lunar Homesteading (Phase 2) 5/250 5 dice 150R 100% (Phase 3 26%)
I do think the calls to do the assembly bay as a priority over the restoration bay make some real sense, though. The bays are a science project and often with those there's only so much you can do to force the learning curve by building more facilities in a hurry. But I'm not going to get snippy over it, because I know lots of people love the restoration bays and I understand why.

Looking down, I see the bold Services push that drew my interest, and a reasonable distribution of Military. Though if we're not spending Free dice on Military, personally I'd rather slide away from the Governor refits and prioritze something else someone really wants. The Navy seems pretty lukewarm about the need to hurry those up, so I'd rather push four dice on zone armor and get it out of the way, myself, then polish off the Governor refits in mid-2065.
 
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-[] Military 7/7 + 2 165R
We only have six dice in Military, otherwise, this is the one I support most outside of my plan due it including our plan goal of Regional Hospitals.

Speaking of which, since Karachi is incoming, I present a revised plan to shift admin Dice to the military that will allow a non-zero chance of completing Next Gen Vehicles and a phase of GFZA.

[X] Plan Use Your Imagination
[X] Plan Stay Tighter on Targets
-[] Infrastructure (5 die, +27, 55R)
--[] Rail Network Construction Campaigns (Phase 6) 221/245 1 die 15R 100%
--[] TransAmerican Railroad 68/120 1 die 10R 99%
--[] Postwar Housing Refits (Phase 2+3) 33/300 3 dice 30R 31%
-[] Heavy Industry (5 die (+34) + 1 Erehwon + 1 Free Dice, 105R)
--[] North Boston Chip Fabricator (Phase 5) 1265/1805 5 + 1E dice + 1 Free Dice, 105R
-[] Light and Chemical Industry 4 dice (+29) + 1 Free Dice, 75 R
--[] Adaptive Cloth Factories 0/300 3 dice 45R
--[] Civilian Drone Systems (New) 0/150 2 dice 80% 30 R
-[]Agriculture 6 dice +29 50R
--[] Reforestation Campaign Preparations (Phase 2) 447/790 4 dice 20R 43%
--[] Laboratory Meat Deployment (Phase 1) 0/170 2 dice 30R 57%
-[] Tiberium 7 dice + 2 Free Dice +39 290R
--[] Deep Red Zone Tiberium Glacier Mining (Stage 4+5) 168/380 2 dice + 1 Free dice 90R
--[] Xenotech Tiberium Processing Plants (Stage 2) 16/300 3 dice + 1 Free Dice 160R
--[] Enhanced Harvest Tiberium Spikes Phase 2 (Updated) 78/180 2 dice 40R 100%
-[]Orbital 7 dice +34 170R
--[] Assembler Bay 0/255 2 dice 40R 2%
--[] Lunar Homesteading (Phase 2) 5/250 3 dice 90R 76%
--[] Species Restoration Bay (Stage 2) 32/255 2 dice 40R 18%
-[] Services 4 dice +35 120R
--[] Fifth Generation Electronic Video Assistants 152/200 1 die 40R 100%
--[] Regional Hospital Expansions (Phase 2) 85/270 2 dice 50R 53%
--[] Autodoc Systems Deployment 0/280 1 dice 30R
-[]Military 6 dice (+31) + 2 Free dice + 2 Admin Assistance Dice 205 R
--[] Ground Forces Zone Armor (Set 2) (Phase 1) 16/285 2 dice + 1 Admin Assistance 60R
--[] Governor-A Deployment (Refits) 96/350 3 dice 60R 58%
--[] Next-Generation Armored Vehicles 0/160 1 dice + 1 Admin Assistance 60 R
--[] Stealth Disruptor Deployment 0/160 1 Free dice 15R
--[] Fast Twitch Myomers Development (Tech) 0/60 1 Free die
-Bureaucracy (4 die)
--[] Administrative Assistance 4 die (GFZA + Next Gen AV)

Cost = 1020
 
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So that's... 7+AA dice... let's see, seven times thirty-four is 238... 16d50+238. Since the target number is 1805, factoring in the omake completion bonus, I think you're comfortably past the 90% probability of completion line. Up to 98.3%, I think, which means it's very, very likely that you're overkilling the project by one or more dice.
Gonna back this up and say I got the same 98.3% result.
OK, so as I said to Folklore, I think it might be worth shuffling dice so that Construction Drone Centralization completes this turn. We've got Karachi coming up and it's the kind of program that could really, really benefit from the construction workers being able to telework so that as few people as possible are actually in danger in case Al-Isfahani slips a missile past our defense grid, aimed at the construction works, and it turns out to be nuclear-tipped.

Also helpful for doing rapid emergency civil engineering work in fallout zones, though GDI has plenty of experience adjacent to that from tiberium remediation.
Fair enough, and I don't see a reason not to. Will edit that in a bit.
I guess maybe you're mashing the button hard to be sure of getting the enhanced portal project next turn?
Correct. I've spent tons of time and effort trying to mash the Portals button as hard as possible. I'm not about to stop now. (And on the practical side, the bonuses from the project are massive enough I think it's mathematically worth rushing it regardless of other reasons.)
Though if we're not spending Free dice on Military, personally I'd rather slide away from the Governor refits and prioritze something else someone really wants. The Navy seems pretty lukewarm about the need to hurry those up, so I'd rather push four dice on zone armor and get it out of the way, myself, then polish off the Governor refits in mid-2065.
One of the other plan goals in military, the Next Generation Armored Vehicles, has a lot of support right now. So while the Governor is also a plan goal, I was thinking of switching the die there to the Next Gen Armored Vehicles.
 
Hmm. F0lkl0re, I think it might actually be better to prioritze Construction Drone Centralization rather than Drone Logistical Integration this turn. My reasoning is that for Karachi, we're going to be doing a huge amount of construction, well within missile range of Nod forces. This is a good time to be doing a lot of the actual construction with swarms of tele-operated drones controlled from a safe distance away, preferably in a bunker.

That would already happen.

Going by the blurb, it's centralization, not changing humans for drones. I suspect that our reverse engineered drone hub technology is freeing up a lot of people who would otherwise be dedicated drone wranglers trying to make drones navigate the complex and shifting environments of construction sites.
 
That would already happen.

Going by the blurb, it's centralization, not changing humans for drones. I suspect that our reverse engineered drone hub technology is freeing up a lot of people who would otherwise be dedicated drone wranglers trying to make drones navigate the complex and shifting environments of construction sites.
From the update, "The difference is in the ratio of metal to meat, and the training requirements to use it." It greatly reduces how many drone operators are needed to use the construction drone swarms.
 
Correct. I've spent tons of time and effort trying to mash the Portals button as hard as possible. I'm not about to stop now. (And on the practical side, the bonuses from the project are massive enough I think it's mathematically worth rushing it regardless of other reasons.)
With the Labor crisis averted in the short term, it's likely that GDI will be pushing hard to convert all refineries to the new xenotech standard in the reasonably near future anyway, so a surge on that isn't really a problem.

One of the other plan goals in military, the Next Generation Armored Vehicles, has a lot of support right now. So while the Governor is also a plan goal, I was thinking of switching the die there to the Next Gen Armored Vehicles.
While I care less about the armored vehicle project than many, in that I don't see it as urgent, I'd consider this to be a net improvement and support it.

From the update, "The difference is in the ratio of metal to meat, and the training requirements to use it." It greatly reduces how many drone operators are needed to use the construction drone swarms.
What I'm hoping for is a combination of this, plus the drone operators being free to operate farther back behind the lines, with fewer people needed on-site or near-site to sort out immediate problems that require being able to lay the Mark One eyeball on whatever is wrong.
 
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-[X] Heavy Industry (7/5 dice +34) 105 Resources
--[X] North Boston Chip Fabricator (Phase 5) 1265/1805 7 dice 105R 90%
Getting this done, as long we do not open new HI projects means we can likely start dropping a couple of dice on fusion plants on some turns to cover any energy needs. Which will be nice because looking at things, I wonder if it might not be a good idea to use 2 mil dice and a bunch of tib dice to try and do some of the RZ marvs for more STU income while also opening up places like Port Said (which long run would let us work on restoring the Suez which is a nice logistical move) plus helps with hitting the red zone mitigation goal

edit- looking at locations with the RZ 3 and 1 (3 total) in the med and GDI controlling the entrance and Nod having fairly limited costal areas those should be good sites to expand into that and RZ 8 in Australia with the southern site there being quite close to the blue zone and the Northern site needing sea transport for now would be something we could likely focus mitigation efforts on to push a land connection through the RZ as we push it back. Which gives us 5 sites that should not add much in the way of vulnerability to raiding.
 
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The clarion call has sounded. Time has passed, light and darkness cycling once again in the timeless, finite dance of the universe.

Below the endless heavenly finitude, scurry those more mortal than the stars and the mountains.
KnightDisciple threw 4 100-faced dice. Reason: Tremble Ye Faithless Total: 233
63 63 79 79 28 28 63 63
KnightDisciple threw 3 100-faced dice. Reason: Rejoice Ye Faithful Total: 188
92 92 8 8 88 88
 
I feel like these should be swapped. Remember that Munitions provides a whole +50, so the completion odds are much better on both sides that way.
The Munitions department does not apply to the Thunderbolt-II project until it's started.
But... given that it would be started at that point, that should make it complete this turn anyway, so... good idea. Swapping, even though it seems weird at first glance.
 
[X] Plan Twenty Minutes to the Future

Surprisingly you have to go a few runners up down before you get another plan that guarantees xeno refinery completion. Maybe it's just not obvious enough that this phase gets us the STUs needed to do portals next turn? Should probably put +STU indicator on it in future posts.
 
[X] Plan Twenty Minutes to the Future

Surprisingly you have to go a few runners up down before you get another plan that guarantees xeno refinery completion. Maybe it's just not obvious enough that this phase gets us the STUs needed to do portals next turn? Should probably put +STU indicator on it in future posts.
Both of my proposals do.
 
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