Shell Plants won't finish with just 1 die. We've 115 progress to go and even a nat 100 would only get us up to 112.

And frankly, we'll need to rush for more Power Production no matter what we do. We've still got plenty of power eating projects that need finishing. That's why there's 3 dice being thrown at BZ Power Production despite it almost being done. We need Phase 3 as well.
 
Last edited:
Shell Plants won't finish with just 1 die. We've 115 progress to go and even a bat 100 would only get us up to 112.
Did you even read the post?
I would go for 2 dice on shells and one on Copenhagen. If Copenhagen rolls high we only get a slightly better harbor but if we do it the other way round we get closer to shell plants phase 4 if it has 2 dice that roll high.
The argument was FOR putting more dices on shells Because it needs more than 1 to complete, while Copenhagen is the one that risks over-completion by having 2 dices on it with only 100 progress needed to complete. Then considering how much those shipyard costs more in terms of power vs the shell plants, and how much more the shell plants are needed all the time, that means it's far more efficient to invest less in shipyard and more in the shell plant.

Which is why this plan:
[X] Plan Philadelphia and Chicago
...
-[X] Shell plants, 35/150 2 dice 20R 72%
-[X] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
is the better one.

Sometimes I question whether or not people even bother to look at the numbers in detail vs simply trusting that the planner they're used to will give the best plan without further confirmation and consideration from themselves. But then again maybe that's what can be expected of most voters anyways, just like IRL politics.
 
Right now I'd say we need shipyards more, because we're already losing logistics from NOD Piracy. Phase 2 shells isn't ideal, but it's stopped the worst of the bleeding and bought us time. Our hydrofoils are still out of position to guard our Atlantic traffic without Copenhagen.

Chicago also puts another burden on our military in a period when they can least afford it. And there's likely gonna be some nasty consequences if Chicago's 4 manpower gets overrun by NOD.
 
Last edited:
[X] Plan Superconductor Fusion and Communication
[X] Plan Gimme the Fruit

So i want fiber-optic and comm expansion by Q3, these offer that.
 
[X] Plan Gimme the Fruit
Getting into Chicago is already a blisteringly bad idea with the low confidence the military is in defending the place. There would be bombs dropped in Chicago when more serious work is being done and frankly more abatement is more safely done through blue zone fencing and the very large MARVs shooting Nod forces trying to raid for Tiberium.
 
Getting into Chicago is already a blisteringly bad idea with the low confidence the military is in defending the place. There would be bombs dropped in Chicago when more serious work is being done and frankly more abatement is more safely done through blue zone fencing and the very large MARVs shooting Nod forces trying to raid for Tiberium.
It would be a bad idea if Chicago was deep in a yellow zone but it is on the border of BZ-2 see the map below with Chicago marked with orange.
The city is also close to RZ-7 allowing it to support the MARV hubs build there.
Chicago
 
I think a better question is whether we want to slowroll out Apollo Factories this turn instead of Hydrofoils. While the Air Force is at a lower level of confidence than either Ground or Navy, focusing on one Apollo Factory this turn would guarantee we still have a power surplus for stuff next turn.
It would be a bad idea if Chicago was deep in a yellow zone but it is on the border of BZ-2 see the map below with Chicago marked with orange.
The city is also close to RZ-7 allowing it to support the MARV hubs build there.
Chicago
That's the old, pre 3rd Tiberium War map. The Blue Zones have shrunk a good deal while the Red Zones have all experienced massive growth. Chicago is a lot farther away now.
 
Sometimes I question whether or not people even bother to look at the numbers in detail vs simply trusting that the planner they're used to will give the best plan without further confirmation and consideration from themselves. But then again maybe that's what can be expected of most voters anyways, just like IRL politics.
The shell factory not finishing this turn means we use at most 16 power not the 18 listed which still leaves us positive at +2 at end of turn. So I would say that Gimme Fruit has energy well into hand. 4 dice also gives us progress into the next phase and likely we use HI and free dice on various power projects next turn plus with mil shifting to dev (outside finishing shell 3) we cut energy expenditures a lot. We can also shift agri and infra away from further energy expenditures. I am not worried about energy expenditures with the leading plan as we should be shifting energy spending and we are setup for a very nice Q2 energy production.
 
That's the old, pre 3rd Tiberium War map. The Blue Zones have shrunk a good deal while the Red Zones have all experienced massive growth. Chicago is a lot farther away now.
About 26% global Red Zone increase and 6% global Blue Zone decrease would probably even put Chicago in a Red Zone itself or at the very edge. Defending that is likely going to need a lot of military spending.
 
Last edited:
I am putting Chicago right on the edge of the Red Zone, with a line of Yellow between it and the core Blue Zones that survive.
 
I think a better question is whether we want to slowroll out Apollo Factories this turn instead of Hydrofoils. While the Air Force is at a lower level of confidence than either Ground or Navy, focusing on one Apollo Factory this turn would guarantee we still have a power surplus for stuff next turn.
Energy is fine, we end the turn at +2 and will do more production next turn and should see a massive dropoff in energy demand each quarter by shifting to mil dev projects for a quarter or two. Better to try both Apollo factories online this turn
 
[X] Plan Gimme the Fruit

I think Copenhagen is worth risking some overkill on to up our chances of getting it in one turn, the pirate problem is only going to get worse and the navy is real desperate for some love. Power concerns are valid but we're pretty much required to blow straight through the current phase of power generation and finish off the next one over the next few turns anyways so it's not like it changes our strategy for the year at all. If we desperately need a couple points of power for some emergency project before then we can hit the microgeneration button that gets us +2 power (technically it lets us tank a -2 deficit without overly affecting QoL for a little while but same net effect in the short term) and with most of the base HI pool plus some Free dice even a more expensive phase 3 of BZ power should come online in a couple turns. That's also the reasoning behind putting more dice than necessary into the BZ power, we don't just need this phase we'll also immediately need the next, so that overkill is just getting a little head start.
 
About 26% global Red Zone increase and 6% global Blue Zone decrease would probably even put Chicago in a Red Zone itself or at the very edge. Defending that is likely going to need a lot of military spending.
Compared to the pre 3rd Tib war, the numbers are much worse than that. Red Zone area has almost doubled from its pre war size of 30%, and Blue Zones before the war were at 20%.
 
The shell factory not finishing this turn means we use at most 16 power not the 18 listed which still leaves us positive at +2 at end of turn. So I would say that Gimme Fruit has energy well into hand. 4 dice also gives us progress into the next phase and likely we use HI and free dice on various power projects next turn plus with mil shifting to dev (outside finishing shell 3) we cut energy expenditures a lot. We can also shift agri and infra away from further energy expenditures. I am not worried about energy expenditures with the leading plan as we should be shifting energy spending and we are setup for a very nice Q2 energy production.
On the flip side, 2 dices on Copenhagen has a small but not insignificant chance for generating enough progress for 2 shipyards to be completed, which could then result in a much more massive energy deficit than adding 1 more phase of shell plants. It's risky either way I'd say.
 
Added percentages to the leading plan, if people think it helpful.

[] Plan Gimme the Fruit
Infrastructure (5 dice)
-[] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
-[] Fiber-Optic Expansion, 1 die (20 Resources)
Heavy Industry (5 dice)
-[] Blue Zone Power Production Campaigns (Phase 2), 4 dice (40 Resources) 99%
-[] Fusion Power Prototype, 1 die (20 Resources)
Light and Chemical Industry (3 dice + 1 Free)
-[] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[] Bulk Plastics Facilities, 1 die (10 Resources)
-[] Security Reviews, 1 die
Agriculture (3 dice)
-[] Vertical Farming projects, 2 dice (30 Resources) 73%
-[] Entari Development, 1 die (20 Resources) 88%
Tiberium (5 dice)
-[] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources) 99%
Orbital (3 dice)
-[] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources) 38%
-[] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources) 22%
-[] Orbital Cleanup (Phase 2), 1 die (15 Resources) 96%
Services (4 dice)
-[] Scrin Research Institutions, 1 die (30 Resources)
-[] Childcare and Preschool programs, 2 dice (10 Resources) 25%
-[] Arts and Culture Grants, 1 die (10 Resources)
Military (5 dice +4 Free)
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice (60 Resources) 45%
-[] Reclaimator Hubs (RZ-6 South), 1 die (20 Resources) 100%
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources) 58%
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources) 58%
-[] Copenhagen Hydrofoil Shipyard, 2 dice (20 Resources) 82%
-[] Shell Plants (Phase 3), 1 die (10 Resources) 13%
Bureaucracy (3 dice)
-[] Security Reviews (LCI), 3 dice 99%
 
[X] Plan Superconductor Fusion and Communication
[X] Plan Gimme the Fruit
 
[X] Plan Gimme the Fruit

I'd prefer to swap 1 die from Entari to Perennials, using the 10 resource savings to move 1 die from Blue Zone Power to Fusion.

BZ Power has a 99% completion chance at 3 dice, and Fusion goes from 0 to 11% with 2 dice. At worst we can compete fusion next turn and begin to spool up better power options in Q3.

It's such a small change though that I don't think it worth a plan variant. Maybe Entari is worth more than I think though.

Anyway the plan is pretty much exactly what I want (hence only the small changes mentioned).

Pushing into any Planned City right now is frankly a terrible tactical decision. If you read the update, even the actions in the Yellow Zone we control were stymied and hesitant. Pushing deep into new territory with the current state of then Military is literally just spending GDI lives for no reason.
 
Last edited:
On the flip side, 2 dices on Copenhagen has a small but not insignificant chance for generating enough progress for 2 shipyards to be completed, which could then result in a much more massive energy deficit than adding 1 more phase of shell plants. It's risky either way I'd say.
Overflow on shipyards doesn't spill into the next one. They're too far away from each other. When we got something like 200/100 on the first shipyard, we didn't get a 2nd shipyard, we got one really good shipyard and the first batch of rapiers sailing out ahead of schedule.
 
Back
Top