Turned out to be easier than expected to put together a plan that tries to blast through those two stages of glacier mining. I want to keep my promises to myself to spend at minimum 30R on consumer goods per turn and to do something to bribe the Yellow Zones every turn, but that's totally doable while also affording 5 dice on glaciers and the logistics to support the mines.

Now, ZOCOM is flashing big warnings at us about not having enough gear to really secure the mining efforts so the rest of the budget pretty much entirely goes into the Military sector to help them out. 2 Zone Suit factories should see at least 1 of them complete this turn and ideally both, then the MARV hub both for securing our European glacier mines and for just generally giving ZOCOM more help in the region so they can move assets around etc.

The security reviews are important to do, especially right now while we're still in a budget crunch and can't activate those Free dice anyways. Infrastructure and Agriculture are both pretty overdue for a checkup, and Bureaucracy hasn't been gone over in a while either and that's probably the worst sector possible to get infiltrators so let's burn some dice to check it now while there's nothing else to do.

[X] Plan Reclamation Ops Commencing!
Heavy Industry (5 dice)
-[X] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[X] Helsinki C-35 Factories, 2 dice (30 Resources)
-[X] Carryall Plants, 2 dice (30 Resources)
Light and Chemical Industry (3 dice)
-[X] Civil Clothing Factories, 3 dice (30 Resources)
Agriculture (3 dice)
-[X] Yellow Zone Aquaponics Bays (Phase 3), 1 die (10 Resources)
-[X] Medium Strategic Food Stockpile
Tiberium (5 dice + 1 Free)
-[X] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[X] Tiberium Glacier Mining (Phase 6), 5 dice (150 Resources)
Military (5 dice)
-[X] Reclamator Hub (Red-1 North), 2 dice (40 Resources)
-[X] Zone Suit Factory (New Moscow), 1 die (15 Resources)
-[X] Zone Suit Factory (Glasgow), 1 die (15 Resources)
Bureaucracy (3 dice + 4 Free)
-[X] Security Reviews (Infrastructure), 2 dice
-[X] Security Reviews (Agriculture), 2 dice
-[X] Security Reviews (Bureaucracy), 2 dice + 1 locked
Total Cost: 320 Resources, 0 reserved
 
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[X] Plan Tiberium and Transportation

[X] Plan Greed is Good

[X] Plan Reclamation Ops Commencing!

[] Plan Greed is Good could be better or even the best if it had Zone suit factories, but I'll take any plan with 5 dice on Glaciers at this point.
 
[X] Plan Tiberium and Transportation
-[X] infra
-[X] HI 4 50R
--[X] Saarland Heavy Industrial Plant 154/350 1 HI + 1 Tib 20R 99%
--[X] Carryall Plants 0/100: 1 dice 15R 31%
--[X] Helsinki C-35 Factories 0/125 2 dice 30R 61%
-[X] LI 30R
-[] Civil Clothing Factories 0/200 3 dice 30R 52
-[X] Tiberium 5/5 +1 free 150R
--[X] Tiberium Glacier Mining (Phase 6+7) 68/360 5 dice 150R 83% for 2 phases(80-120R income)
-[X] Orbital 20R
--[X] Orbital Shuttle Bays 1 dice 0/70 58%
-[X] Services 25R
--[X] Educational MultiMedia Initiatives 0/300 3 dice 15R 16%
--[X] Multi Use Stadium Program 0/100 1 die 10R 28%
-[X] Mil 45R
--[X] Advanced Myomer Works 0/125 2 dice 20R 55%
--[X] Hydrofoil Shipyards(Copenhagen) 0/100 1 die 10R 28%
--[X] Zone Suit Factories(Glasgow) 0/60 1 die 15R 68%
--[X] Zone Suit Factories(New Moscow) 0/60 1 die 15R 68%
-[X]Bureaucracy 3 + 4 free
--[X] Security Reviews infra 4 dice
--[X] Security Reviews Agriculture 3 dice
320/320

A final turn of rebuilding our income and working on the logistics needed to support those mines.
We have 6 logistics and the two mines need 8 going to -1 logistics for a turn won't be the end and that would require both the Carryall Plants and Helsinki C-35 Factories to fail to complete.
With 2 more glacier mines working we can afford to active the majority of our dice next turn or pick more expensive options.
MARV dice are 20R instead of the 10/15R for the factories build here so I am waiting one more turn for starting those.
The stadiums provide consumer goods for only 10R if they complete on a single dice and else we put a second dice on them next turn
 
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Even with the extra -2 logistics I'm pretty comfortable shooting for two phases of glacier mines. In my plan at least there's an 85% chance for the Carryall plant to complete which even with the additional -2 and 2 completed phases of glaciers still leaves us at net neutral. There's another 70% chance that the C-35 plant completes as well, and only a 4.5% chance that both projects fail and we get plunged into logistics shortage. Even if do end up in a logistics shortage, as long as it's not a big one and it only lasts for a single quarter it shouldn't break society or anything, just mess up all our pretty train timetables until we do more logistics projects next turn with our giant stacks of newly liberated cash.

With 5 dice on the glaciers, there's an 83% chance that both available phases complete, giving us bare minimum 400 income next turn and possibly up to 440. Getting our budget pumped back up to about where it was just before the reallocation within 6 months of having it massively slashed is an attractive enough proposition to risk the logistics shortage imo, that extra 40-60R income compounded across even just one extra turn is multiple additional completed projects worth of progress points compared to waiting a turn.
 
[X] Plan Foundational Logistics and Income
Infra 1/5 +12
HI 5/5 +1 free 75R +15
-[X] Heavy Rolling Stock Plants 0/250 2 dice 20 R
-[X] Saarland Heavy Industrial Plant 299/350 1 dice 10 R
-[X] Helsinki C-35 Factories 0/125 3 dice 45 R
LC 0/3 30R +12
Agri 0/3 20R +12
Tiberium 5/5 170R+30
-[X] Saarland Heavy Industrial Plant 1 dice 10 R (see HI)
-[X] Tiberium Glacier Mining (Phase 6) 5/180 5 dice 150 R
Orbital 1/3 10R +12
-[X] Orbital Cleanup (Phase 1) 0/100 1 fusion dice 10 R
Services 2/4 5R +27
-[X] Childcare and Preschool programs 1 dice 5 R
Military 4/5 60R +12
-[X] Reclamator Hub (Red-1 North) 0/105 2 dice 40 R
-[X] Shell Plants (Phase 2) 31/300 2 dice 20 R
Bureau 3/3 +4 Free +12
-[X] Security Reviews (Infra) 2 dice + 1 Infra
-[X] Security Reviews (Bureau) 2 dice +1 Bureau
-[X] Security Reviews (Services) 2 dice +1 Service
Free 4/5

315/320 R

Current Economic Issues:
Housing: Sufficient but low quality (=) (2 in refugee camps)
Energy: Substantial Surpluses (+22) -4 -2 = +16
Logistics: Substantial Surpluses (+6) -2 -8 +4 = 0
Food: Sufficient production, some inefficiencies in distribution (+4) (+2 stored)
Health: Substantially improved (+7) -2 = +5
Capital Goods: Significant Shortfalls (-2) (collapse in 19-23 quarters) +2 = 0
Consumer Goods: Titanic Shortages (-21)
Labor: Gargantuan Surpluses (106) -15 -4 = +87
Tiberium Processing Capacity (960/1000) +80-120/+200
Yellow Zone
Water: Limited Surpluses (+5)

Right so skipping carryall and the PS penalty instead starting work on rolling stock which is both cap goods and logistics as well as making projects like rail either cheaper or require less progress (and those are also logistics projects). Basically it is the plant that will help us with more logistics projects. So getting it now allows us to keep pushing glacier mining (though we have to grab red zone harvest first) which is our big income increase. Also starting orbital cleanup, chance it finishes this turn and we get bonus resources, otherwise we finish it next turn with rollover and have at worst a net 0 resource (-20 from 2 dice +20 R) or get an additional 10 out of it. Shell Plants because getting adequate shell supplies will free up a lot of troops. Childcare due to having 5 R left over.

We also need the rolling plants for better logistics work because Sarland covers the current income increase but will only have 120 to 160 capacity leftover so we will also need to start on tiberium processing plants which are 2 logistics a pop.
 
[X] Plan Reclamation Ops Commencing!

Yeah, this plan is pretty poised to set us up for the remainder of the plan. And heck, it gets us almost halfway to our promise to increase income by 400 resources.
 
Totally missed the update, sorry. Also, I redid all of Heavy Industry with the -2 penalty, forgetting that we also gained a +5 bonus to it as well, so I had to do it twice. There's probably no more mistakes left. Edit: More mistakes fixed. :sour:

I know everyone's already made their plans and all, but I still find these numbers helpful for looking at how many dice are a good fit for each category.
Infrastructure 5 dice +12
-[] Blue Zone Arcologies (Phase 1) 0/450 5 dice 75R 3%, 6 dice 90R 20%, 7 dice 105R 52%, 8 dice 120R 79%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40R 60%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 2+3) 70/400? 4 dice 80R 14%, 5 dice 100R 49%, 6 dice 120R 80%, 7 dice 140R 95%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 23%, 3 dice 30R 72%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 35%, 3 dice 30R 81%, 4 dice 40R 97%
-[] Integrated Cargo System 0/800 10 dice 150R 4%, 11 dice 165R 16%, 12 dice 180R 37%, 13 dice 195R 60%, 14 dice 210R 80%, 15 dice 125R 91%
-[] Urban Metros (Phase 3) 39/150 1 die 15R 17%, 2 dice 30R 75%, 3 dice 45R 97%
-[] Fiber-Optic Expansion 0/240 3 dice 60R 24%, 4 dice 80R 67%, 5 dice 100R 91%
Heavy Industry 5 dice +15
-[] Blue Zone Power Production Campaigns (Phase 1) 18/500 6 dice 60R 15%, 7 dice 70R 46%, 8 dice 80R 76%, 9 dice 90R 92%
-[] Fusion Power Prototype 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[] Blue Zone Microgeneration Program (Phase 1) 38/60 1 die 5R 100%
-[] Yellow Zone Power Grid Extension (Phase 2) 101/275 2 dice 10R 26%, 3 dice 15R 77%, 4 dice 20R 96%
-[] Heavy Rolling Stock Plants 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] Personal Vehicle Factories 0/250 3 dice 30R 23%, 4 dice 40R 68%, 5 dice 50R 92%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 14 dice 210R 3%, 15 dice 225R 11%, 16 dice 240R 27%, 17 dice 255R 48%, 18 dice 270R 68%, 19 dice 285R 84%, 20 dice 300R 93%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 6% (Note: Completion here requires an omake bonus), 2 dice 30R 69%, 3 dice 45R 96%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/325 4 dice 60R 21%, 5 dice 75R 61%, 6 dice 80R 88%, 7 dice 95R 98%
-[] Helsinki C-35 Factories 0/125 1 die 15R 1% (Note: Completion here requires an omake bonus), 2 dice 30R 61%, 3 dice 45R 92%
-[] Carryall Plants 0/100 1 die 15R 31%, 2 dice 30R 86%, 3 dice 45R 99%
-[] Kure Machine Works 0/300 3 dice 45R 4%, 4 dice 60R 35%, 5 dice 75R 74%, 6 dice 90R 94%
-[] Saarland Heavy Industrial Plant 299/350 1 HI + 1 Tib 20R 100%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 10%, 7 dice 175R 37%, 8 dice 200R 68%, 9 dice 225R 89%, 10 dice 250R 97%
-[] Union Class Construction Yard 0/180 2 dice 40R 22%, 3 dice 60R 73%, 4 dice 80R 95%
Light and Chemical Industry 3 dice +12
-[] Chemical Precursor Plants 36/200 2 dice 30R 29%, 3 dice 45R 77%, 4 dice 60R 96%
-[] Personal Electric Appliances Factories 0/180 2 dice 20R 18%, 3 dice 30R 60%, 4 dice 40R 92%
-[] Yellow Zone Light Industrial Sectors 0/400 5 dice 50R 14%, 6 dice 60R 45%, 7 dice 70R 75%, 8 dice 80R 92%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 18%, 3 dice 45R 60%, 4 dice 60R 92%
-[] Civil Clothing Factories 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Edinburgh Electric Motor Plant 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
Agriculture 3 dice +12
-[] Agriculture Mechanization Projects 0/400 5 dice 75R 14%, 6 dice 90R 45%, 7 dice 105R 75%, 8 dice 120R 92%
-[] State Operated Breweries 0/125 1 die 10R 3% (Note: Omake required), 2 dice 20R 64%, 3 dice 30R 94%
-[] Perennial Aquaponics Bays 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%, 12 dice 120R 95%
-[] Yellow Zone Aquaponics Bays (phase 3) 2/80 1 die 10R 50%, 2 dice 20R 93%
-[] Yellow Zone Aquaponics Bays (phase 3+4) 2/160? 2 dice 20R 32%, 3 dice 30R 80%, 4 dice 40R 97%
-[] Vertical Farming projects 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 80R 98%
-[] Organic textiles farms 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
Tiberium 5 dice +30
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 33%, 5 dice 75R 79%, 6 dice 90R 97%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 3%, 3 dice 60R 54%, 4 dice 80R 93%
-[-] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Phase 7) 22/130 1 die 25R 38%, 2 dice 50R 95%
-[] Red Zone Tiberium Harvesting (Phase 7+8) 22/260? 2 dice 50R 7%, 3 die 75R 64%, 4 dice 100R 96%
-[] Red Zone Containment Lines (Phase 1) 0/180 2 dice 50R 47%, 3 dice 75R 94%
-[] Red Zone Containment Lines (Phase 1+2) 0/360? 3 dice 75R 2%, 4 dice 100R 35%, 5 dice 125R 81%, 6 dice 150R 98%
-[] Tiberium Glacier Mining (Phase 6) 5/180 2 die 60R 52%, 3 dice 90R 95%
-[] Tiberium Glacier Mining (Phase 6+7) 5/360? 3 dice 90R 2%, 4 dice 120R 39%, 5 dice 150R 83%, 6 dice 180R 98%
-[] Red Zone Sweeper Convoys 0/120 1 die 20R 26%, 2 dice 40R 91%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 29%, 3 dice 90R 87%, 4 dice 120R 99%
-[] Tiberium Processing Plants (Phase 1+2) 0/400? 4 dice 120R 15%, 5 dice 150R 61%, 6 dice 180R 92%
Orbital Industry 3 dice +12
-[] GDSS Philadelphia II (Phase 1) 0/100 1 die 20R+ 28%, 2 dice 40R+ 82%, 3 dice 60R+ 98%
-[] GDSS Philadelphia II (Phase 1+2) 0/300 3 dice 60R+ 2%, 4 dice 80R+ 28%, 5 dice 100R+ 66%, 6 dice 120R+ 90%
-[] GDSS Colombia and Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/400 4 dice 80R+ 13%, 5 dice 100R+ 48%, 6 dice 120R+ 79%, 7 dice 140R+ 94%
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R+ 7% (Note: Completion here requires an omake bonus), 2 dice 20R+ 68%, 3 dice 30R+ 95%
-[] Orbital Cleanup (Phase 1) 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Orbital Shuttle Bays 0/70 1 die 20R+ 58%, 2 dice 40R+ 96%
-[] Near Body Survey Probes 0/50 1 die 10R+ 78%, 2 dice 20R+ 99%
-[] Inner System Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Asteroid Belt Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Outer System Survey Probes 0/300 3 dice 30R+ 2%, 4 dice 40R+ 28%, 5 dice 50R+ 66%, 6 dice 60R+ 90%
Services 3 dice +27
-[] Scrin Research Institutions 0/400 4 dice 120R 10%, 5 dice 150R 52%, 6 dice 180R 87%, 7 dice 210R 98%
-[] NOD Research Initiatives 0/150 2 dice 60R 68%, 3 dice 90R 98%
-[] Technical School Program 211/300 1 die 5R 54%, 2 dice 10R 98%
-[] Childcare and Preschool programs 0/230 2 dice 10R 8%, 3 dice 15R 63%, 4 dice 20R 96%
-[] Educational MultiMedia Initiatives 0/300 3 dice 15R 16%, 4 dice 20R 67%, 5 dice 25R 94%
-[] Expand Local Public Media Operations 0/150 2 dice 20R 68%, 3 dice 30R 98%
-[] Virtual Reality Arcades 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Multi Use Stadium Program 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
Military 3 dice +12
-[] Wartime Factory Refits 0/350 4 dice 80R 7%, 5 dice 100R 37%, 6 dice 120R 71%, 7 dice 140R 91%
-[] ASAT Defense System (Phase 3) 26/225 2 dice 60R 7%, 3 dice 90R 50%, 4 dice 120R 85%, 5 dice 150R 97%
-[] Reclaimator Hubs 0/105 1 die 20R 23%, 2 dice 30R 79%, 3 dice 45R 98%
-[] Reclaimator Hub Blue Zone 1 39/105 1 die 20R 62%, 2 dice 40R 97%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Zone Suit Factories 0/60 1 die 15R 68%, 2 dice 30R 98%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 58%, 2 dice 30R 96%
-[] Harbinger Gunship Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Orca Refit Package Development 0/40 1 die 15R 88%, 2 dice 30R 99%
Space Force
-[] Orbital Strike Regimental Combat Team Station 0/225 3 dice 90R 34%, 4 dice 120R 75%, 5 dice 150R 94%
-[] High Orbit Ion Cannons 0/75 1 die 30R 53%, 2 dice 60R 94%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 88%, 2 dice 30R 99%
-[] Shell Plants (Phase 2) 31/300 3 dice 30R 10%, 4 dice 40R 48%, 5 dice 50R 81%, 6 dice 60R 96%
-[] Railgun Munitions Development 0/60 1 die 10R 68%, 2 dice 20R 98%
-[] Ablat Plating Development 0/70 1 die 10R 58%, 2 dice 20R 96%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 88%, 2 dice 30R 99%
-[] Hydrofoil Shipyards 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Point Defense Refits 15/250 3 dice 30R 27%, 4 dice 40R 70% 5 dice 50R 92%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 20R 41%, 3 dice 30R 85%, 4 dice 40R 98%
-[] Advanced Myomer Works 0/125 2 dice 20R 55%, 3 dice 30R 89%, 4 dice 40R 98%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 88%, 2 dice 20R 99%
-[] Havoc Scout Mech Development 0/40 1 die 10R 88%, 2 dice 20R 99%
Bureaucracy 3 dice +12
-[] Security Reviews: DC60 1 die 68%, 2 dice 98%
-[] Expand Strategic Planning Apparatus 0/100 1 die 28%, 2 dice 82%, 3 dice 98%
Extras
-[] Yellow Zone Fortress Towns (Phase 2+3+4) 70/600? 6 dice 120R 2%, 7 dice 140R 16%, 8 dice 160R 43%, 9 dice 180R 71%, 10 dice 200R 89%
-[] Yellow Zone Arcologies (Phase 1+2+3) 0/510? 6 dice 90R 5%, 7 dice 105R 23%, 8 dice 120R 53%, 9 dice 135R 78%, 10 dice 150R 92%
(Note: Needs updating) -[] Tokyo Chip Fabricator (Phase 1+2+3) 0/825 10 dice 15R 2%, 11 dice 165R 10%, 12 dice 180R 28%, 13 dice 195R 51%, 14 dice 210R 73%, 15 dice 225R 87%, 16 dice 240R 95%
(Note: Needs updating) -[] Red Zone Containment Lines (Phase 1+2+3) 0/540? 6 dice 150R 2%, 7 dice 175R 13%, 8 dice 200R 38%, 9 dice 225R 67%, 10 dice 250R 86%, 11 dice 275R 96%
(Note: Needs updating) -[] Tiberium Glacier Mining (Phase 5+6+7) 68/540 5 dice 150R 25%, 6 dice 180R 70%, 7 dice 210R 94%
-[] GDSS Philadelphia II (Phase 1+2+3) 0/700 9 dice 180R+ 8%, 10 dice 200R+ 26%, 11 dice 220R+ 51%, 12 dice 240R+ 74%, 13 dice 260R+ 89%, 14 dice 280R+ 96%
-[] GDSS Enterprise (Phase 3+4) 68/1200 15 dice 300R+ 5%, 16 dice 320R+ 16%, 17 dice 340R+ 33%, 18 dice 360R+ 53%, 19 dice 380R+ 71%, 20 dice 400R+ 84%, 21 dice 420R+ 93%
(Note: Needs updating) -[] Shell Plants (Phase 1+2+3) 123/450? 4 dice 40R 8%, 5 dice 50R 36%, 6 dice 60R 68%, 7 dice 70R 88%, 8 dice 80R 97%
Last Security Review
Military 2 turns ago 53Q2
Tiberium 5 turns ago 53Q1
Light/Chem 7 turns ago 52Q4
Services 8 turns ago 52Q3
Heavy Ind 9 turns ago 52Q2
Bureaucracy 11 turns ago 51Q3
Orbital 15 turns ago 50Q3
Agriculture 15 turns ago 50Q3
Infrastructure 16 turns ago 50Q2

[ ] Blue Zone Power Production Campaigns (Phase 1)
(Progress 201/500: 10 Resources per die) (- Labor, +++++ Energy)
This should still be 18/500.
 
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Don't have a ton of time to participate right now, but I'd like to hobbyhorse one key issue.

We need, in the worst way, to be running a consumer goods surplus before the election- that is, we have about 5-6 turns. We need resource-cheap options that will please supporters of key parties and not consume too much of resources of other kinds. We cannot afford to ignore this and say "nah, we'll just roll out +75 Consumer Goods worth of projects in the second half," or we're going to be staring down the barrel of a deeply hostile legislature for the second half of the Four Year Plan and into the drafting of the third Plan.

Having put some effort into identifying consumer goods projects with high return on resource/dice investment, I suggest that we set as our goal the completion of the bulk of the following within, say, 3-4 turns, with Yellow Zone Light Industrial Sectors maybe taking until late 2055 to complete due to it needing Capital Goods which are scarce.

Stadiums (+2)
Civil Clothing Factories (+4) (-1 Energy)
Organic Textile Farms (+2) (optional extra, very attractive if we've already done CCF)
Personal Vehicle Factories (+8) (-4 Energy)
Yellow Zone Light Industrial Sectors (+8) (-2 Energy) (-2 Capital Goods)
 
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