To stump for submarine development, I view it as financing the navy investigating submarine capabilities and countering them. Getting usable subs out of it, aside from their possible use offworld, is a distant benefit to dealing with the vulnerability we've been shown to have to Nod submarines. The reason I'm concerned about Nod in the future has to do with Kane.

The Messiah wants to leave. He might take some of the faithful with him when he does, if he does, but at this point, there is no way to solidify Earth under GDI without spilling oceans of blood, and Kane won't ride herd on the other side forever. We don't know what will happen in the future, but there is a clear and present danger in those unicorn subs.

To prod this further, how much has Nod grown beyond simply being Kane's tool or social movement? Is it a state? A confederation of warlords? Will those warlords divorce from one another in the absence of a supreme leader, or maintain their ties to remain a coherent challenger to the GDI?
 
Again, it's just that the sheer mass of GDI in this timeline, the fact that we'll heavily outweigh our likely opponents (imagine how al-Isfahani's resistance would have been hamstrung if Kane loyalists within his ranks were sabotaging him) makes me feel like just piling up more and better heavy metal is an uninteresting and unimaginative way to use the last turns of the quest.
Said heavy metal includes ion cannons mounted on Mammoth Tank hulls.
I think "unimaginative" is in the eye of the beholder.

(Also, it's one of those things where my anti-metagaming part of my brain is yelling about it.)
 
To stump for submarine development, I view it as financing the navy investigating submarine capabilities and countering them. Getting usable subs out of it, aside from their possible use offworld, is a distant benefit to dealing with the vulnerability we've been shown to have to Nod submarines. The reason I'm concerned about Nod in the future has to do with Kane.

The Messiah wants to leave. He might take some of the faithful with him when he does, if he does, but at this point, there is no way to solidify Earth under GDI without spilling oceans of blood, and Kane won't ride herd on the other side forever. We don't know what will happen in the future, but there is a clear and present danger in those unicorn subs.

To prod this further, how much has Nod grown beyond simply being Kane's tool or social movement? Is it a state? A confederation of warlords? Will those warlords divorce from one another in the absence of a supreme leader, or maintain their ties to remain a coherent challenger to the GDI?
Gdi will not let nod continue to exist by incorporating them or by destroying them no matter how much time they have on there side, and gdis population will continue to grow when nods won't.
 
Gdi will not let nod continue to exist by incorporating them or by destroying them no matter how much time they have on there side, and gdis population will continue to grow when nods won't.
We don't know much about India, but it is apparently a functioning society with flourishing research and industry that hasn't had to uproot itself to keep out of the red zones. Bintang has lost islands and area to tib expansion but she's had a substantial naval presence for a long time so she could have developed her offshore presence, maybe even extensive underwater facilities. Krukov is building spaceships in the middle of Asia, and Stahl is doing whatever the hell he wants in the Americas.

I believe some of the remaining warlords have the capacity to change their regimes and create viable societies that can last over the course of years and decades. I think we need to act as if whatever challenges Nod poses, they will continue to pose them unless the situation radically and drastically changes.
 
Well yeah, but I felt like we had some small bones to throw around, and I felt like throwing the Air Force a small bone, and so I picked the thing they clearly wanted most (as determined by the High Priority rating). It was the combination of being a small project and being marked 'High Priority.'
Would you not reconsider? Especially since, in your draft plan, you're putting two free dice into Military.
 
I have a few thoughts on military spending, some conflicting.

Some research I believe absolutely must be carried out before the end of the plan. Not because they're so important or necessary to keep up, but stepping back a bit, because they're research we got from map makers and modders. Stealth tech is cool, no doubt about that, but we only have the option because someone put in the work. Subs are cool, but those came from I think that pacific conference deal.

Outside of that, technology in general is moving so fast it's hard to make a judgment call on what's good enough for now, and what should be allowed to sit on the backburner. We specifically delayed designing the next generation of vehicles so we could research and incorporate the lastest energy shield and armor technologies. Those designs are going to have problems going forward, because we're now cracking microfusion. Maybe particle weapons as well. But at the same time, things need to get shoved out the door at some point to get used for their intended purpose, then design the next generation with lessons learned and more new technology.

Personally, I'm coming down on the side of fully rolling out lasers. They're far from perfect, being designed before we had xenorefineries (and thus a lot of STUs to play with) and other technological leaps, like said mircofusion and alien capacitors. But that also means we could learn a lot about how to best implement those improvements. Plus they've been around the longest of our advanced military tech. At least I think so.

Of course we also really need to finish those GFZA factories first, and more Zerbite guns are desired by both ZOCOM and the greater Initiative. I'm not feeling the vehicles. They're supercool, don't get me wrong, but they're very new. And I think a lot will finish their first phase regardless of dice input.
 
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As a general rule of thumb, the military does not mark development projects as High priority. They only request deployments of current generation hardware. Even the Next Generation Armored Vehicles development, which was desperately needed due to our obsolescent/rapidly becoming obsolete vehicle fleet, was not marked as such.

High priority does not mean that a project will be the most useful one for a given branch over any given time frame. We can do exclusively High priority projects every single turn, and still find ourselves in a bad military position. We need to balance the military's request for current generation hardware, against our resources and other departments' (such as the munitions and refits departments) efforts, what our goals are (e.g. Island class carriers wouldn't be needed if we weren't planning on naval invasions), the technologies that are coming down the line (for both us and Nod), and what direction we want the military to go.
 
Would you not reconsider? Especially since, in your draft plan, you're putting two free dice into Military.
Since I have become convinced that Phase 1 of the Novahawk factories will autocomplete by year's end thanks to the Department of Refits, I have lost the desire to pursue that program. I'd either put the Military die on something else (dunno what yet), or move a Free die off Military.

But I do find the Military stuff we're developing interesting, and I would at least like to, for example, pursue stealth technology just so we have some workable understanding of it.
 
They'll be useful when GDI starts assaulting the various smaller islands scattered across the oceans to deal with the tib infesting them, but otherwise their major use case is 'telling Nod to fuck off the ocean in another tiberium war'.
 
Alright if we are doing preliminary plans now then have a Borehole focused one:

My own mathpost because I could use the mental exercise:

Karachi Planned City (Phase 4) (Updated) 178+39+46+22+40+17+26+105 = 473/390 (Phase 5) 83/780 +6 Log +4 Hous -2 Lab
Nuclear Infrastructure Rebuilding (New) 0+6+14+31+14+54 = 119/140? = 200-60?
Drone Logistical Integration 199+36+6+27 = 268/240 +6 Lab -4 CapG +1 E
Postwar Housing Refits (Phase 2) 33+20+17+27 = 97/150
Second Generation Continuous Cycle Fusion Plants (Phase 5) 147+16+32+39+37+42+23+1+45+136 = 518/270 (Phase 6) 248/270 +19 E -1 Lab
Aberdeen Isolinear Fabricator (Phase 2) (Updated) 103+2+47+35+11+68 = 266/180
(Phase 3) 86/360 +9 CapG -2 E
Microfusion Cell Laboratories 80+10+14+39 = 143/150 Completes with a Semi-Canon Omake -2 STU
Bergen Superconductor Foundry (Phase 5) 644+21+33+2+2+58 = 760/1140
Civilian Exosuits 0+46+19+29 = 94/85 +1 Lab
Factory Automation Programs 229+16+40+29 = 314/280 +4 Lab -4 E
Spider Cotton Plantations (Phase 4) (Updated) 1+28+32+12+27+21+28+11+46+136 = 342/175
(Phase 5) 167/185 +1 CapG
Laboratory Meat Deployment (Phase 2) 0+33+34+11+45+58 = 181/170 +6 ConG -1 F -2 E
Red Zone Containment Lines (Stage 6) 54+8+48+7+50+45+30+171 = 413/180 (Stage 7) 233/170
(Stage 8) 63/170 +15+15 = +30 ResopT +6 RZ Mit +2 E
Hewlett-Gardener Mothballing (Phase 1) 0+1+5+2+29+78 = 115/50 (Phase 2) 65/50
(Phase 3) 15/50 +4 E +2 Log +2 Lab -600 HGPC
Tiberium Inhibitor Deployment (Updated) Blue Zone 18 Himalayas 0+2+22+39 = 63/75 Completes with a Canon Omake -3 E +2 YZ Aba +1 PS
Tiberium Inhibitor Deployment (Updated) Blue Zone 3 British Isles 30+12+41+39 = 122/75 -3 E +2 YZ Aba +1 PS
Tiberium Inhibitor Deployment (Updated) Blue Zone 15 Iceland? 0+3+47 = 50/75
Enhanced Harvest Tiberium Spikes (Phase 2) (Updated) 161+21+4+1 = 187/180 -5 PS +10 ResopT
Impulse Drive Cargo Ship Development (New) 0+25+8+49+48+39 = 169/80

Fusion Shipyard Reconstruction (New) 0/390? = 450-60?
GDSS Columbia Bays Assembler Bay 161+32+50+39 = 282/240 +1 CapG +5 ConG
Experimental Crops Bay (Stage 1) 0+49+10+33+47+78 = 217/215 (Stage 2) 2/215 New Development Projects
Aldrin Planned City (Phase 2) (Updated) 268+7+31+39+16+43+16+49+23+44+14+170 = 720/465
(Phase 3) 255/850 +2200 Resi +1 CapG +3 E
Regional Hospital Expansions (Phase 2) 85+14+37+36+28+70 = 270/270 +4 Heal -1 E -1 CapG -1 Lab
Rage Engine Development (Tech) 0+38+40+40 = 118/80
Stasis Box Development (Tech) (MS) 0+36+29+40 = 105/120 Completes with a Canon Omake

Electronic Countermeasures Improvements (Refit) 120+30 = 150/500
Ferro Aluminum Armor Refits (Refit) 259+30 = 289/295
Advanced Articulation Systems (Tech) 0+23+30+36 = 89/60
Ultralight Glide Munitions Deployment (Phase 3) (Munitions) 85+50 = 135/150
NovaHawk Factory Refits (High Priority) 30+30 = 60/150
Orbital Nuclear Caches 0+36+33+36 = 105/140
Ground Forces Zone Armor (Set 2) (Phase 2) (High Priority) 236+35+13+38+28+47+19+49+11+47+40+124 = 687/285 (Phase 3) 402/285 (Phase 4) 117/285 -8 E -4 CapG -4 Lab
GD-3 Deployment (Phase 2) (High Priority)(Refits) 125+30 = 155/180
Governor-A Deployment (Refits) 156+42+6+31+30 = 265/350
Unmanned Support Ground Vehicle Deployment 0+16+12+31 = 59/240




93 on Yellow Zones and 30 on Red Zones.

Resources: 1450+20?+30+10 = 1510? + 375+1450-1170 = 655 in reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 103+1+1-5 = 100
SCIENCE Meter: 4/4 +2 MS

Free Dice: 6
Erewhon Dice: 1 (+1 bonus)
Dice Capacity 57/60

Tiberium Spread
Surface
25.965? (+0.00?) Blue Zone
0.00? (-0.00?) Green Zone
0.07 (+0.00) Cyan Zone
23.935+0.93-1.06+0.?? = 23.785? (-0.15?) Yellow Zone (102+2+2 = 106 points of mitigation)
50.03+0.3-0.94 = 49.39 (-0.64) Red Zone (88+6 = 94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23? Blue
12.77? Yellow (??? points of mitigation)
87.00? Red (??? points of mitigation)

Current Economic Issues:
Housing: +93+1+4 = +98 (+89+4 = +93 LQ, +4+1 = +5 HQ) (1 high-quality housing per turn)
Energy: +37+5-16+1+19-2-4-2+2+4-3-3+3-1-8 = +32 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +24-2+6+2 = +30 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16-2 = 14/16 total)
Food: +50-1 = +49 (+26 backed reserve, +5 unbacked reserve)
Health: +41+4-? = +45? (+6 Emergency Health) (-8 from refugees)
Capital Goods: +43+2-4+9+1+1+1-1-4 = +48 (+2 per turn from Distributed Industrial Authority) (+448+48 = 496 in reserve)
Consumer Goods: +47+10+3-15+6+5 = +56 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11+3+2-2-3+1-2+6-1+1+4+2-1-4 = +17? (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2965+30+10 = 3005/4800-600 = 4200)‌ ‌(615+30+10 = 655/2450-600 = 1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +15-2 = +13
Taxation Per Turn: +245+20? = +265? (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +15-2 = +13 per turn
Production: +44 per turn (6.5 HG, 15.9 IHG, 22.2X)
Consumption: -29-2 = -31 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16-2 = -18 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, +2 Microfusion Cell)
7 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068

Plan Goals
Increase Income by 135-20?-30-10 = 75?
Increase population in space by 9.25k-2.2K = 7.05k
Provide 10-6 = 4 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld

Projects
Complete Karachi Planned City by end of 2065 Ongoing
Deploy Governor-A refit Set to complete before the end of Plan
Complete at least 3-2 = 1 Ground Forces Zone Armor factories
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits Ongoing

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld

@Shadows what is math but a mutable pile of sums?

[ ] Plan Prepare to be Boring
-[ ] Infrastructure (5/5 Dice, +27) 150 Resources:
--[ ] Karachi Planned City (Phase 5) (Updated) 83/780 20 RpD, 4 Dice + 3 Tib Die = 140 R 4% ADC 33
--[ ] Postwar Housing Refits (Phase 2) 97/150 10 RpD, 1 Die = 10 R 98% ADC 6
-[ ] Heavy Industry (5/5 Dice, +34) 150 Resources:
--[ ] U-Series Alloy Foundries (Phase 6) 68/455 40 RpD, 1 Die = 40 R 1/5 Median ADC N/A
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 20 RpD, 1 Die = 20 R 100% ADC 1
--[ ] Aberdeen Isolinear Fabricator (Phase 3) (Updated) 86/360 30 RpD, 3 Dice = 90 R 46% ADC
-[ ] Light and Chemical Industry (4/4 Dice, +29) 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140 30 RpD, 2 Die = 60 R 2/5 Median ADC N/A
--[ ] White Goods Programs 0/200 15 RpD, 2 Die = 30 R 21% ADC 64
-[ ] Agriculture (6/6 Dice, +29) 195? Resources:
--[ ] Dairy Ranches (Phase 3) 98/180 20 RpD, 1 Die = 20 R 73% ADC 19
--[ ] Spider Cotton Plantations (Phase 5) (Updated) 167/185 15 RpD, 1 Die = 15 R 100% ADC 1
--[ ] New Development Projects 4 Dice = 160? R
-[ ] Tiberium (8/7 Dice + Erewhon + AI Die, +39) 135 Resources:
--[ ] Tiberium Vein Mines (Stage 11) (Updated) 4/165 20 RpD, 2 Die = 40 R 87% ADC 17
--[ ] Karachi Planned City (Phase 5) (Updated) 3 Die, Cost is in Infrastructure
--[ ] Red Zone Containment Lines (Stage 8) 63/170 25 RpD, 1 Die = 25 R 45% ADC 26
--[ ] Hewlett-Gardener Mothballing (Phase 3) 15/50 10 RpD, Erewhon Die = 10 R 93% ADC 10
--[ ] Tiberium Inhibitor Deployment (Updated) Blue Zone 15 (Iceland?) 50?/75 30 RpD, AI Die = 30 R 99% ADC 5
--[ ] Tiberium Inhibitor Deployment (Updated) Blue Zone 2 0/75 30 RpD, 1 Die = 30 R 92% ADC 11
--[ ] MARV and Reclamator Hub Red Zone 1 South (Benghazi) 1 Die, Cost is in Military
-[ ] Orbital (12/9 Dice, +34) 370? Resources:
--[ ] Impulse Yards Construction 0/??? 3 Dice = 120? R
--[ ] GDSS Shala Experimental Crops Bay (Stage 2) 2/215 20 RpD, 2 Die = 40 R 27% ADC 60
--[ ] Aldrin Planned City (Phase 3) (Updated) 255/850 30 RpD, 7 Dice = 210 R 61% ADC 17
-[ ] Services (4/4 Dice, +35) 105 Resources:
--[ ] Wet AI Development (Tech) (MS) 0/240 30 RpD, 3 Dice = 90 R 91% ADC 20
--[ ] Projected Hardlight Development (Tech) 0/60 15 RpD, 1 Die = 14 R 100% ADC 3
-[ ] Military (8/6 Dice + AA Die + AI Die, +31) 215 Resources:
--[ ] Military Logistics Drone Network (Phase 1) 0/200 20 RpD, 2 Die + AI Die = 60 R 79% ADC 22
--[ ] MARV and Reclamator Hub Red Zone 1 South (Benghazi) 0/250 20 RpD, 2 Die + Tib Die = 60 R 66% ADC 23
--[ ] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Orbital Nuclear Caches 105/140 20 RpD, AA Die = 20 R 93% ADC 18
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (High Priority) 117/285 20 RpD, 2 Die = 40 R 62% ADC 23
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 20 RpD, 1 Die = 20 R 1/2 Median ADC N/A
-[ ] Bureaucracy (3/4 Dice, +29) 0 Resources:
--[ ] Administrative Assistance Orbital Nuclear Catches 2 Die
--[ ] Campaign for Director's Chair 1 Die
-[ ] 150+150+90+195+135+370+105+215 = 1415/1510

I would like it to be noted that I am most likely grossly overvaluing the cost per Die of the new actions, that @Ithillid has said before that it is fine if a single Die in Bureaucracy isn't activated for the purposes of activating Free Dice and that because none of you have discussed any of my plans in detail for so long that I no longer consider it worth my time to explain them in detail.

This is just me having some fun with an idea that popped into my head.
 
We don't know much about India, but it is apparently a functioning society with flourishing research and industry that hasn't had to uproot itself to keep out of the red zones. Bintang has lost islands and area to tib expansion but she's had a substantial naval presence for a long time so she could have developed her offshore presence, maybe even extensive underwater facilities. Krukov is building spaceships in the middle of Asia, and Stahl is doing whatever the hell he wants in the Americas.

I believe some of the remaining warlords have the capacity to change their regimes and create viable societies that can last over the course of years and decades. I think we need to act as if whatever challenges Nod poses, they will continue to pose them unless the situation radically and drastically changes.
Again gdi is winning this war in the long run and will not let any hostiles alone they will continue to focus on destroying them and incorporating the ones who surrender or are friendly.
 
They'll be useful when GDI starts assaulting the various smaller islands scattered across the oceans to deal with the tib infesting them, but otherwise their major use case is 'telling Nod to fuck off the ocean in another tiberium war'.
We're unlikely to be assaulting any Nod held iislands and they're frankly unneeded for any unpopulated islands. They had a purpose when they were first an option but now? Not so much
 
They would have seemed like a better idea if (1) Steel Vanguard hadn't ended with Nod so massively on the back foot that they're increasingly treating literally any further territorial encroachment as a nuclear red line and if (2) the game weren't ending in 2065.
 
Can't always succeed at doing stuff at the right time, anyway anyone else think that the open hand party is going to get more power in the future with the integration of more xnod into gdi can imagine South America and asian being a stronghold for them especially?
 
Part of the problem with the Islands is the same issue that happened to our escort ships - people forgot they take time to build. So they got shelved for the original Karachi run once that got realized (and that we desperately needed more escort ships), and then Karachi run instead ended up Regency War. And during that, designing a ship / building yards for it when it wouldn't have an effect on the current war wasn't a priority, so it got pushed back more and more. Then the Navy eventually decided that apparently we didn't want it to have proper amphib capability and went to ditch it, causing us to panic at the loss of capability and moved to get it in production.

Basically, the time between shipyards completing and us getting ships caused it to keep getting pushed out in favor of more immediately available options, to the point that by the time we finally get them... they don't necessarily have a need due to the military being a bit too awesome in the last war. I won't comment on whether that was a bad call, but I can point out that if we weren't about to end the game, the Pacific would be a fine area to use them in securing/reclaiming islands in the south or central Pacific. Those areas are probably quite safe from "OMG encroaching on my heartlands!" concerns (also a question of how many actually have Nod forces on them at all...).
 
--[ ] U-Series Alloy Foundries (Phase 6) 68/455 40 RpD, 1 Die = 40 R 1/5 Median ADC N/A
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 20 RpD, 1 Die = 20 R 100% ADC 1
--[ ] Aberdeen Isolinear Fabricator (Phase 3) (Updated) 86/360 30 RpD, 3 Dice = 90 R 46% ADC
I like moving on the alloy foundries, especially since Treasury is reaffirming their central mission of kicking tib out of the planet. Before quest ends, I'd like to know what changes come from finishing the project up.
I'm reluctant to try and finish Aberdeen until we get the turn results back telling us they've got their shit figured out.
[ ] Agriculture (6/6 Dice, +29) 195? Resources:
--[ ] Dairy Ranches (Phase 3) 98/180 20 RpD, 1 Die = 20 R 73% ADC 19
Also reluctant to commit labor to this project unless the project updates and tells us there are cows to move in.
[ ] Aldrin Planned City (Phase 3) (Updated) 255/850 30 RpD, 7 Dice = 210 R 61% ADC 17
I'm hesitant to commit so many dice in one project when it could crit fail so easily and we still need the homestead phase, as I understand it.
Campaign for Director's Chair 1 Die
This is the only bit I hard disagree with you on. I want to keep Seo and his mad scientist ass right where it is.
 
Alright @Wildabeest have a variation of my Boring plan then:

My own mathpost because I could use the mental exercise:

Karachi Planned City (Phase 4) (Updated) 178+39+46+22+40+17+26+105 = 473/390 (Phase 5) 83/780 +6 Log +4 Hous -2 Lab
Nuclear Infrastructure Rebuilding (New) 0+6+14+31+14+54 = 119/140? = 200-60?
Drone Logistical Integration 199+36+6+27 = 268/240 +6 Lab -4 CapG +1 E
Postwar Housing Refits (Phase 2) 33+20+17+27 = 97/150
Second Generation Continuous Cycle Fusion Plants (Phase 5) 147+16+32+39+37+42+23+1+45+136 = 518/270 (Phase 6) 248/270 +19 E -1 Lab
Aberdeen Isolinear Fabricator (Phase 2) (Updated) 103+2+47+35+11+68 = 266/180
(Phase 3) 86/360 +9 CapG -2 E
Microfusion Cell Laboratories 80+10+14+39 = 143/150 Completes with a Semi-Canon Omake -2 STU
Bergen Superconductor Foundry (Phase 5) 644+21+33+2+2+58 = 760/1140
Civilian Exosuits 0+46+19+29 = 94/85 +1 Lab
Factory Automation Programs 229+16+40+29 = 314/280 +4 Lab -4 E
Spider Cotton Plantations (Phase 4) (Updated) 1+28+32+12+27+21+28+11+46+136 = 342/175
(Phase 5) 167/185 +1 CapG
Laboratory Meat Deployment (Phase 2) 0+33+34+11+45+58 = 181/170 +6 ConG -1 F -2 E
Red Zone Containment Lines (Stage 6) 54+8+48+7+50+45+30+171 = 413/180 (Stage 7) 233/170
(Stage 8) 63/170 +15+15 = +30 ResopT +6 RZ Mit +2 E
Hewlett-Gardener Mothballing (Phase 1) 0+1+5+2+29+78 = 115/50 (Phase 2) 65/50
(Phase 3) 15/50 +4 E +2 Log +2 Lab -600 HGPC
Tiberium Inhibitor Deployment (Updated) Blue Zone 18 Himalayas 0+2+22+39 = 63/75 Completes with a Canon Omake -3 E +2 YZ Aba +1 PS
Tiberium Inhibitor Deployment (Updated) Blue Zone 3 British Isles 30+12+41+39 = 122/75 -3 E +2 YZ Aba +1 PS
Tiberium Inhibitor Deployment (Updated) Blue Zone 15 Iceland? 0+3+47 = 50/75
Enhanced Harvest Tiberium Spikes (Phase 2) (Updated) 161+21+4+1 = 187/180 -5 PS +10 ResopT
Impulse Drive Cargo Ship Development (New) 0+25+8+49+48+39 = 169/80

Fusion Shipyard Reconstruction (New) 0/390? = 450-60?
GDSS Columbia Bays Assembler Bay 161+32+50+39 = 282/240 +1 CapG +5 ConG
Experimental Crops Bay (Stage 1) 0+49+10+33+47+78 = 217/215 (Stage 2) 2/215 New Development Projects
Aldrin Planned City (Phase 2) (Updated) 268+7+31+39+16+43+16+49+23+44+14+170 = 720/465
(Phase 3) 255/850 +2200 Resi +1 CapG +3 E
Regional Hospital Expansions (Phase 2) 85+14+37+36+28+70 = 270/270 +4 Heal -1 E -1 CapG -1 Lab
Rage Engine Development (Tech) 0+38+40+40 = 118/80
Stasis Box Development (Tech) (MS) 0+36+29+40 = 105/120 Completes with a Canon Omake

Electronic Countermeasures Improvements (Refit) 120+30 = 150/500
Ferro Aluminum Armor Refits (Refit) 259+30 = 289/295
Advanced Articulation Systems (Tech) 0+23+30+36 = 89/60
Ultralight Glide Munitions Deployment (Phase 3) (Munitions) 85+50 = 135/150
NovaHawk Factory Refits (High Priority) 30+30 = 60/150
Orbital Nuclear Caches 0+36+33+36 = 105/140
Ground Forces Zone Armor (Set 2) (Phase 2) (High Priority) 236+35+13+38+28+47+19+49+11+47+40+124 = 687/285 (Phase 3) 402/285 (Phase 4) 117/285 -8 E -4 CapG -4 Lab
GD-3 Deployment (Phase 2) (High Priority)(Refits) 125+30 = 155/180
Governor-A Deployment (Refits) 156+42+6+31+30 = 265/350
Unmanned Support Ground Vehicle Deployment 0+16+12+31 = 59/240




93 on Yellow Zones and 30 on Red Zones.

Resources: 1450+20?+30+10 = 1510? + 375+1450-1170 = 655 in reserve‌ (-30 from Reconstruction commissions) (-15 from Bureau of Arcologies) (-15 from Consumer Industrial Development) (-10 Division of Alternative Energy) (-20 Department of Munitions)(-30 Department of Refits) (-240 InOps) (-60 General Pool) (100 in Reserve for Banking)

Political‌ ‌Support:‌ 103+1+1-5 = 100
SCIENCE Meter: 4/4 +2 MS

Free Dice: 6
Erewhon Dice: 1 (+1 bonus)
Dice Capacity 57/60

Tiberium Spread
Surface
25.965? (+0.00?) Blue Zone
0.00? (-0.00?) Green Zone
0.07 (+0.00) Cyan Zone
23.935+0.93-1.06+0.?? = 23.785? (-0.15?) Yellow Zone (102+2+2 = 106 points of mitigation)
50.03+0.3-0.94 = 49.39 (-0.64) Red Zone (88+6 = 94 points of mitigation)
Underground Tiberium infiltration estimates:
0.23? Blue
12.77? Yellow (??? points of mitigation)
87.00? Red (??? points of mitigation)

Current Economic Issues:
Housing: +93+1+4 = +98 (+89+4 = +93 LQ, +4+1 = +5 HQ) (1 high-quality housing per turn)
Energy: +37+5-16+1+19-2-4-2+2+4-3-3+3-1-8 = +32 (+6 in reserve) (+5 per turn from sub-departments)
Logistics: +24-2+6+2 = +30 (-14 from military activity) (-4 from nuclear strikes) (-2 per turn from Fusion yard destruction, 16-2 = 14/16 total)
Food: +50-1 = +49 (+26 backed reserve, +5 unbacked reserve)
Health: +41+4-? = +45? (+6 Emergency Health) (-8 from refugees)
Capital Goods: +43+2-4+9+1+1+1-1-4 = +48 (+2 per turn from Distributed Industrial Authority) (+448+48 = 496 in reserve)
Consumer Goods: +47+10+3-15+6+5 = +56 (+10 per turn from Private Industry) (+3 per turn from sub-departments) (-15 from realignment) (Net -2 per turn)
Labor: +11+3+2-2-3+1-2+6-1+1+4+2-1-4 = +17? (+3 per turn from medical care) (+2 per turn from Immigrant qualifications) (-2 per turn from private industry) (-3 per turn from other government) (-1 from graying population) (Net -1)
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(2965+30+10 = 3005/4800-600 = 4200)‌ ‌(615+30+10 = 655/2450-600 = 1850 HG, 1350/1350 IHG, 1000/1000 X) (HG: 1 per 95, IHG: 1 per 85, X: 1 per 45)
Tiberium Reserve (0/500)
STUs: +15-2 = +13
Taxation Per Turn: +245+20? = +265? (+20 per turn from Private Industry)
Space Mining Per Turn: +100
Maintenance Reductions: +50
Increased Refining Efficiency: +100


STU Production and Consumption
Net: +15-2 = +13 per turn
Production: +44 per turn (6.5 HG, 15.9 IHG, 22.2X)
Consumption: -29-2 = -31 per turn
22 Economy
-6 Tiberium (2 Harvesting Tendrils, 2 Sonic Weapons, 2 T-Glass)
-16-2 = -18 Other (8 Structural Alloys, 6 Hovercraft, 2 Gravitic Shipyard, +2 Microfusion Cell)
7 Military
-4 Aircraft (2 Tactical Lasers, 2 Plasma Munitions)
-1 Ground Vehicles (1 Mastodons [Shimmer Shields, Point Defense Lasers], 0 Havocs [Shimmer Shields])
-1 Strategic Air Defense Networks
-1 Navy (Lasers)

Projected Fusion Power Plant Decommissioning
-16 Energy, +1 Labor Q1 2065
-16 Energy, +1 Labor Q4 2065
-16 Energy, +1 Labor Q3 2066
-16 Energy, +1 Labor Q4 2066
-16 Energy, +1 Labor Q2 2067
-16 Energy, +1 Labor Q3 2067
-16 Energy, +1 Labor Q4 2067
-16 Energy, +1 Labor Q2 2068
-16 Energy, +1 Labor Q4 2068

Plan Goals
Increase Income by 135-20?-30-10 = 75?
Increase population in space by 9.25k-2.2K = 7.05k
Provide 10-6 = 4 Points of Red Zone Abatement
Spend at least one die on Steel Talons projects every turn Upheld

Projects
Complete Karachi Planned City by end of 2065 Ongoing
Deploy Governor-A refit Set to complete before the end of Plan
Complete at least 3-2 = 1 Ground Forces Zone Armor factories
Complete Regional Hospital Expansions by end of 2065
Complete Post War Housing Refits Ongoing

Promises to Litvinov:
Do not activate Free Dice (except for Tiberium) unless all Department Dice are active. Upheld
Spend no more than two free dice per turn on Military. Upheld

@Shadows what is math but a mutable pile of sums?

[ ] Plan Prepare to be Boring Fires Far Edition
-[ ] Infrastructure (5/5 Dice, +27) 150 Resources:
--[ ] Karachi Planned City (Phase 5) (Updated) 83/780 20 RpD, 4 Dice + 3 Tib Die = 140 R 4% ADC 33
--[ ] Postwar Housing Refits (Phase 2) 97/150 10 RpD, 1 Die = 10 R 98% ADC 6
-[ ] Heavy Industry (5/5 Dice, +34) 150 Resources:
--[ ] U-Series Alloy Foundries (Phase 6) 68/455 40 RpD, 1 Die = 40 R 1/5 Median ADC N/A
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 20 RpD, 1 Die = 20 R 100% ADC 1
--[ ] Aberdeen Isolinear Fabricator (Phase 3) (Updated) 86/360 30 RpD, 3 Dice = 90 R 46% ADC
-[ ] Light and Chemical Industry (4/4 Dice, +29) 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140 30 RpD, 2 Die = 60 R 2/5 Median ADC N/A
--[ ] White Goods Programs 0/200 15 RpD, 2 Die = 30 R 21% ADC 64
-[ ] Agriculture (6/6 Dice, +29) 195? Resources:
--[ ] Dairy Ranches (Phase 3) 98/180 20 RpD, 1 Die = 20 R 73% ADC 19
--[ ] Spider Cotton Plantations (Phase 5) (Updated) 167/185 15 RpD, 1 Die = 15 R 100% ADC 1
--[ ] New Development Projects 4 Dice = 160? R
-[ ] Tiberium (8/7 Dice + Erewhon + AI Die, +39) 135 Resources:
--[ ] Tiberium Vein Mines (Stage 11) (Updated) 4/165 20 RpD, 2 Die = 40 R 87% ADC 17
--[ ] Karachi Planned City (Phase 5) (Updated) 3 Die, Cost is in Infrastructure
--[ ] Red Zone Containment Lines (Stage 8) 63/170 25 RpD, 1 Die = 25 R 45% ADC 26
--[ ] Hewlett-Gardener Mothballing (Phase 3) 15/50 10 RpD, Erewhon Die = 10 R 93% ADC 10
--[ ] Tiberium Inhibitor Deployment (Updated) Blue Zone 15 (Iceland?) 50?/75 30 RpD, AI Die = 30 R 99% ADC 5
--[ ] Tiberium Inhibitor Deployment (Updated) Blue Zone 2 0/75 30 RpD, 1 Die = 30 R 92% ADC 11
--[ ] MARV and Reclamator Hub Red Zone 1 South (Benghazi) 1 Die, Cost is in Military
-[ ] Orbital (12/9 Dice + AA Die, +34) 400? Resources:
--[ ] Impulse Yards Construction 0/??? 3 Dice = 120? R
--[ ] GDSS Shala Experimental Crops Bay (Stage 2) 2/215 20 RpD, 2 Die = 40 R 27% ADC 60
--[ ] Lunar Homesteading (Phase 4) 42/220 30 RpD, 2 Die + AA Die = 90 R 95% ADC 16
--[ ] Aldrin Planned City (Phase 3) (Updated) 255/850 30 RpD, 5 Dice = 150 R 5/7 Median ADC N/A
-[ ] Services (4/4 Dice, +35) 105 Resources:
--[ ] Wet AI Development (Tech) (MS) 0/240 30 RpD, 3 Dice = 90 R 91% ADC 20
--[ ] Projected Hardlight Development (Tech) 0/60 15 RpD, 1 Die = 14 R 100% ADC 3
-[ ] Military (8/6 Dice + AA Die + AI Die, +31) 215 Resources:
--[ ] Military Logistics Drone Network (Phase 1) 0/200 20 RpD, 2 Die + AI Die = 60 R 79% ADC 22
--[ ] MARV and Reclamator Hub Red Zone 1 South (Benghazi) 0/250 20 RpD, 2 Die + Tib Die = 60 R 66% ADC 23
--[ ] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Orbital Nuclear Caches 105/140 20 RpD, AA Die = 20 R 93% ADC 18
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (High Priority) 117/285 20 RpD, 2 Die = 40 R 62% ADC 23
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 20 RpD, 1 Die = 20 R 1/2 Median ADC N/A
-[ ] Bureaucracy (3/4 Dice, +29) 0 Resources:
--[ ] Administrative Assistance Lunar Homesteading 2 Die
--[ ] Administrative Assistance Orbital Nuclear Catches 2 Die
-[ ] 150+150+90+195+135+400+105+215 = 1445/1510

As far as I am aware the entire point of Phase 2 of Aberdeen is them getting their shit together. I'm keeping the Dairy Farms because the point of doing them is to see if we have any new tech in our Earth Dome tech tree, not whether they actually can be filled now. Swapped 2 Orbital Die and the freed AA die onto Lunar Homesteading to get us closer to our goal all the same.

Also the old plan now renamed into a variant:

[ ] Plan Prepare to be Boring The Man in the Chair Edition
-[ ] Infrastructure (5/5 Dice, +27) 150 Resources:
--[ ] Karachi Planned City (Phase 5) (Updated) 83/780 20 RpD, 4 Dice + 3 Tib Die = 140 R 4% ADC 33
--[ ] Postwar Housing Refits (Phase 2) 97/150 10 RpD, 1 Die = 10 R 98% ADC 6
-[ ] Heavy Industry (5/5 Dice, +34) 150 Resources:
--[ ] U-Series Alloy Foundries (Phase 6) 68/455 40 RpD, 1 Die = 40 R 1/5 Median ADC N/A
--[ ] Second Generation Continuous Cycle Fusion Plants (Phase 6) 248/270 20 RpD, 1 Die = 20 R 100% ADC 1
--[ ] Aberdeen Isolinear Fabricator (Phase 3) (Updated) 86/360 30 RpD, 3 Dice = 90 R 46% ADC
-[ ] Light and Chemical Industry (4/4 Dice, +29) 90 Resources:
--[ ] Bergen Superconductor Foundry (Phase 5) 760/1140 30 RpD, 2 Die = 60 R 2/5 Median ADC N/A
--[ ] White Goods Programs 0/200 15 RpD, 2 Die = 30 R 21% ADC 64
-[ ] Agriculture (6/6 Dice, +29) 195? Resources:
--[ ] Dairy Ranches (Phase 3) 98/180 20 RpD, 1 Die = 20 R 73% ADC 19
--[ ] Spider Cotton Plantations (Phase 5) (Updated) 167/185 15 RpD, 1 Die = 15 R 100% ADC 1
--[ ] New Development Projects 4 Dice = 160? R
-[ ] Tiberium (8/7 Dice + Erewhon + AI Die, +39) 135 Resources:
--[ ] Tiberium Vein Mines (Stage 11) (Updated) 4/165 20 RpD, 2 Die = 40 R 87% ADC 17
--[ ] Karachi Planned City (Phase 5) (Updated) 3 Die, Cost is in Infrastructure
--[ ] Red Zone Containment Lines (Stage 8) 63/170 25 RpD, 1 Die = 25 R 45% ADC 26
--[ ] Hewlett-Gardener Mothballing (Phase 3) 15/50 10 RpD, Erewhon Die = 10 R 93% ADC 10
--[ ] Tiberium Inhibitor Deployment (Updated) Blue Zone 15 (Iceland?) 50?/75 30 RpD, AI Die = 30 R 99% ADC 5
--[ ] Tiberium Inhibitor Deployment (Updated) Blue Zone 2 0/75 30 RpD, 1 Die = 30 R 92% ADC 11
--[ ] MARV and Reclamator Hub Red Zone 1 South (Benghazi) 1 Die, Cost is in Military
-[ ] Orbital (12/9 Dice, +34) 370? Resources:
--[ ] Impulse Yards Construction 0/??? 3 Dice = 120? R
--[ ] GDSS Shala Experimental Crops Bay (Stage 2) 2/215 20 RpD, 2 Die = 40 R 27% ADC 60
--[ ] Aldrin Planned City (Phase 3) (Updated) 255/850 30 RpD, 7 Dice = 210 R 61% ADC 17
-[ ] Services (4/4 Dice, +35) 105 Resources:
--[ ] Wet AI Development (Tech) (MS) 0/240 30 RpD, 3 Dice = 90 R 91% ADC 20
--[ ] Projected Hardlight Development (Tech) 0/60 15 RpD, 1 Die = 14 R 100% ADC 3
-[ ] Military (8/6 Dice + AA Die + AI Die, +31) 215 Resources:
--[ ] Military Logistics Drone Network (Phase 1) 0/200 20 RpD, 2 Die + AI Die = 60 R 79% ADC 22
--[ ] MARV and Reclamator Hub Red Zone 1 South (Benghazi) 0/250 20 RpD, 2 Die + Tib Die = 60 R 66% ADC 23
--[ ] Thunderbolt II Missile Development (Platform) (Munitions) 0/60 15 RpD, 1 Die = 15 R 99% ADC 5
--[ ] Orbital Nuclear Caches 105/140 20 RpD, AA Die = 20 R 93% ADC 18
--[ ] Ground Forces Zone Armor (Set 2) (Phase 4) (High Priority) 117/285 20 RpD, 2 Die = 40 R 62% ADC 23
--[ ] Unmanned Support Ground Vehicle Deployment 59/240 20 RpD, 1 Die = 20 R 1/2 Median ADC N/A
-[ ] Bureaucracy (3/4 Dice, +29) 0 Resources:
--[ ] Administrative Assistance Orbital Nuclear Catches 2 Die
--[ ] Campaign for Director's Chair 1 Die
-[ ] 150+150+90+195+135+370+105+215 = 1415/1510
 
Under revision right now, might not put it in for vote for Q2 or not, depends on if there is some nice stuff coming in Q2 that I can replace Agri with, and maybe some other stuff, Mil is just Logi and Labor spam for the simple reason of we need to push through some labor conservation measures now so we can get our systems ready for when the graying pop debuff really hits, as I am sure over the period past quest end it will hit like a train, and even now we are gonna start feeling it real damn quick given a few of the refit options especially with the Modernization of the Armored Forces FINALLY being started in some ways.

[] Plan: Oh The Nuclears

Infrastructure (5 dice +27 bonus) 100
-[] Karachi Planned City (Phase 4) (Updated) (Progress 83/780: 20 resources per die) (+8 Logistics, +4 Housing, -2 Labor) (+India and Iran Stuff) 4D
-[] Japan-Korea Tunnel (Progress 0/350: 20 resources per die) (+3 Logistics) 1D

Heavy Industry (5 dice +34 bonus) 170
-[] Second Generation Continuous Cycle Fusion Plants (Phase 6) (Progress 248/270: 20 resources per Die) (+19 Energy) (-1 Labor) 1D
-[] Aberdeen Isolinear Fabricator (Phase 3) (Progress 91/360: 30 resources per die) (+18 Capital Goods, -4 Energy) 3D
-[] U-Series Alloy Foundries (Phase 6) (Progress 68/455: 40 resources per die) (-4 Energy, -1 STUs) 1D

Light and Chemical Industry (4 dice +29 bonus) 120
-[] Bergen Superconductor Foundry (Phase 5) (Progress 760/1140: 30 resources per die) (+8 Capital Goods, +16 Energy) (-3 Logistics) (+10 Political Support) 4D

Agriculture (6 dice, AAD +29 bonus) 30
-[] Spider Cotton Plantations (Phase 5) (Updated) (Progress 167/175: 15 resources per die) (+1 Capital Goods) AAD
-[] Laboratory Meat Deployment (Phase 3) (Progress 11/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy) 2D
-4D on something else????

Tiberium (7 dice +39 bonus) 190
-[] Hewlett-Gardener Mothballing (Phase 3) (Progress 15/50: 10 resources per die) (+2 Energy, +1 Logistics, +1 Labor) (Mothballs 300 processing capacity) 1D
-[] Blue Zone 13 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 14 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 15 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 16 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 17 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D
-[] Blue Zone 18 (Progress 0/75: 30 resources per die (-3 Energy) (+2 Yellow Zone Abatement) (1 Political Support) 1D

Orbital (9 dice +34 bonus) 220
-[] Aldrin Planned City (Phase 3) (Updated) (Progress 255/850: 30 resources per die) (5000 Residents) (+3 Capital Goods) 5D
-[] Lunar Homesteading (Phase 4) (Progress 42/220: 30 resources per die) (1000 residents) 2D
-[] Lunar Mining Projects (Progress 0/155: 20 resources per die) (+15 resources per turn) 2D

Services (4 dice, 2FD, AAD +35 bonus) 180
-[] Projected Hardlight Development (Tech) (Progress 0/60: 15 resources per die) 1D
-[] Wet AI Development (Tech) (MS) (Progress 0/240: 30 resources per die) 3D
-[] Regional Hospital Expansions (Phase 2) (Progress 85/270: 25 resources per die) (+4 Health) (-1 Energy, -1 Capital Goods, -1 Labor) 3D

Military (6 dice, 2FD +31 bonus) 200
-[] Military Logistics Drone Network (Phase 1+2) (Progress 0/400: 20 resources per die) (+10 Labor, -12 Capital Goods) 4D
-[] Orbital Nuclear Caches (Progress 105/140: 20 resources per die) (MS) (Will time out at end of plan) 1D
-[] Next Generation Armored Vehicle Factories. (New) (Progress 0/450: 30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour) 2D
-[] Unmanned Support Ground Vehicle Deployment (Progress 47/240: 20 resources per die) (-1 Capital Goods, -1 Energy) 1D

Bureaucracy (4 dice +29 bonus)
-[] Administrative Assistance - Spider Cotton Plantations 2D
-[] Administrative Assistance - Stasis Boxes 2D

100 + 170 + 120 + 30 + 190 + 220 + 180 + 200
1210/1510

PLAN/(2065 Q1 DATA POINTS)
-3/+1 LOGISTICS = -2 LOGI (30 LOGI CURRENT)
-13/+27 CAPITAL GOODS = +14 CAP GOODS (48/496 CAP GOODS/RESERVE CURRENT)
-24/+37 ENERGY = +13 ENERGY (32 ENERGY/6 ENERGY RESERVE CURRENT)
-4/+11 = +7 LABOR (16 LABOUR CURRENT)
-1 STU = - 1 STU (13 STU CURRENT)
-4/+0 = -4 FOOD (49 FOOD CURRENT)
-0/+12 = 12 (56 CONSUMER GOODS CURRENT)
+6000 LUNAR RESIDENTS
+12 YZ ABATEMENT
+11 PS
-300 HG PROCESSING CAPACITY
 
Last edited:
[] Plan: Oh The Nuclears

Infrastructure (5 dice +27 bonus) 85
-[] Nuclear Infrastructure Rebuilding (Progress 179/200: 15 resources per die) (+4 Logistics) 1D
-[] Postwar Housing Refits (Phase 2) (Progress 97/150: 10 resources per die) (-5 Housing, +3 High Quality Housing) 1D
-[] Japan-Korea Tunnel (Progress 0/350: 20 resources per die) (+3 Logistics) 3D
The rebuilding project is almost certainly unnecessary since there's an existing bureau that is likely to finish it on the side without our participation.

And it seems that you have entirely forgotten to work on Karachi.

Agriculture (6 dice +29 bonus) 85
-[] Spider Cotton Plantations (Phase 5) (Updated) (Progress 167/175: 15 resources per die) (+1 Capital Goods) 1D
-[] Laboratory Meat Deployment (Phase 3) (Progress 11/170: 15 resources per die) (+6 Consumer Goods, -1 Food, -2 Energy) 2D
-[] Dairy Ranches (Phase 3) (Progress 98/180: 20 resources per die) (+6 Consumer Goods, -3 Food, -1 Energy, -2 Labor) (+5 Political Support) 2D
-1D on something else????
What is the point of working on the dairy ranches?

Military (6 dice, 2FD, AA +31 bonus) 200
-[] Military Logistics Drone Network (Phase 1+2+3) (Progress 0/600: 20 resources per die) (+15 Labor, -20 Capital Goods) 6D
-[] Orbital Nuclear Caches (Progress 105/140: 20 resources per die) (MS) (Will time out at end of plan) AAD
-[] Next Generation Armored Vehicle Factories. (New) (Progress 0/450: 30 resources per die) (-6 Energy, -12 Capital Goods, -6 Labour) 2D
This plan violates a Plan commitment by having no Talons dice. It also seems inadvisable to put an AA die on the nuclear caches, because there is at least a 20% chance of project failure on a low roll.
 
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