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.
Given we doubled the previous shipyard and did not have that happen I would have to say, no that is not going to happen, we do not get a 2nd shipyard that way more so since the two are on opposite sides of the world.
 
[X] Plan Gimme the Fruit

My one issue with this is that I'd prefer to swap a LCI die from YZ LIS to Bulk Plastics, to give the second a (low) chance to complete, but that's not a big thing.
 
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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 1 die. At worst we can compete fusion next turn and begin to spool up better power option on Q3.

Chances are we finish fusion next turn. Our HI dice are basically going to be on power for the foreseeable future, we're simply using too much of it on the military build up. The remaining military factories (after what we're activating this turn) warrant another phase of power plants at the very least... and that's not counting everything else that needs power.
 
[X]Plan Schnell!
-[]Infrastructure 5/5
--[]Blue Zone Arcologies (Phase 1) 140/450 4 dice 60R 23%
--[]Rail Link Reconstruction (Phase 2) 40/200 1 die 15R
-[]Heavy Industry 5/5
--[] Blue Zone Power Production Campaigns (Phase 1) 427/500 2 dice 20R 96%
--[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
--[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 65%
-[]Light/Chemical Industry 3/3 + 2
--[] Superconductor Foundries 0/200 3 dice 90R 52%
--[] Furniture Factories 0/150 2 dice 20R 41%
-[]Agriculture 3/3
--[] Vertical Farming projects 136/250 2 dice 30R 73%
--[] Spider Cotton Development 0/40 1 die 20R 88%
-[]Tiberium 2/5
--[] Blue Zone Perimeter Fencing (Phase 2) 252/400 2 dice 30R 74%
-[]Orbital 3/3
--[] Orbital Cleanup (Phase 2) 58/90 1 die 15R 96%
--[] GDSS Enterprise (Phase 3) 2 dice 40R (F)
-[]Services 1/4
--[] Durable Goods Libraries and Central Repositories 0/200 1 die 15R
-[]Military 5/5 + 3
--[] Reclamator Hub Red Zone 6 South 93/105 1 die 20R 100%
--[ ] Reclamator Fleet RZ-6 North
---[] Super MARV 3 dice 60R 45%
--[] Apollo Fighter Factories
---[]Toronto 0/70 1 die 15R 58%
--[] Shell Plants (Phase 3) 35/150 3 dice 30R 96%
-[]Bureaucracy 3/3
--[] Security Reviews (Heavy Industry) 3 dice
5/5 free dice
475/475 + 20 out of reserve

EDIT: Amended Orbital.
EDIT: Amended Orbital again to stay within dice limit. Added token Durable Goods Library.
EDIT: Added Security Review

[X] Plan Gimme the Fruit
[X] Plan Superconductor Fusion and Communication
 
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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.
I agree we are going to complete the two phases of blue zone power this year but the difference is that my plan has us at 4 to 8 energy available for construction next turn and we can build other power using factories that turn while only building enough power for this turns factory's leaves us unable to build anything requiring energy. If we start those energy projects now we can do them with minimal dice and do another dice if they do not complete with the first try. if we wait till we need the energy we need to put enough dice on those options to ensure they complete and as they two of the three are HI dice we want to use as few as possible on them.
Yellow Zone Power Grid Extension (Phase 2) will also increase the number of yellow zones that have access to the internet and thereby the number of yellow zone voters.
 
Plan Name: Finishing Up Where We Left Off

Infrastructure (5 dice) 80
-[] Blue Zone Arcologies (Phase 1), 4 dice (60 Resources)
-[] Fiber-Optic Expansion, 1 die (20 Resources)

Heavy Industry (5 dice +1 free) 70
-[] Blue Zone Power Production Campaigns (Phase 2), 2 dice (20 Resources)
-[] Fusion Power Prototype, 1 die (20 Resources)
-[] Heavy Rolling Stock Plants 2 die (20 Resources)
-[] Security Reviews 1 die

Light and Chemical Industry (3 dice) 35
-[] Furniture Factories 0/150 2 dice (20R)
-[] Personal Pharmaceuticals Plants 0/180 (15R)

Agriculture (3 dice) 50
-[] Vertical Farming projects, 2 dice (30 Resources)
-[] Spider Cotton Development 0/40 1 die 20R

Tiberium (5 dice) 45
-[] Blue Zone Perimeter Fencing (Phase 2), 3 dice (45 Resources)

Military (5 dice + 4 Free) 140R
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice (60 Resources)
-[] Reclaimator Hubs (RZ-6 South), 1 die (20 Resources)
-[] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[] Shell Plants (Phase 3), 2 die (20 Resources)
-[] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[] Ablat Plating Development 0/70 1 die (10 Resources)

Orbital (3 dice) 45
-[] Orbital Cleanup (Phase 2), 1 die (15 Resources)
-[] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
-[] GDSS Shala (Phase 1), 1 die (1 Fusion) (20 Resources)

Services (4 dice) 30
-[] Childcare and Preschool programs, 2 dice (10 Resources)
-[] Arts and Culture Grants, 1 die (10 Resources)
-[] Ethnic Restaurant Program 0/150 1 die (10 Resources)

Bureaucracy (3 dice)
-[] Security Reviews (Heavy Industry), 3 dice

495/500

My plan is straight forward. All those niggly stuff we've half done? We finish them. Plus, we don't eat that big an energy deficit. Also, we've put people in houses with no furniture. At least give them some cupboards.
The power production plan really, really should put three dice on power plants. With two we're almost sure to get the next phase, but I don't want that 4% chance of a misfire biting us in the butt.

Also, there are now better ways to get Capital Goods than the rolling stock plant, at least here and now while we're using every watt of Energy we can spare to power military factories.

And... this plan only seems to active three of our five Tiberium dice. That's generally not so good; we have great bonuses on those so it's generally worth the trouble to find the resources to activate them.

1: But a lot of other sources of power: Blue Zone Microgeneration Program (Phase 2), Yellow Zone Power Grid Extension (Phase 2), and Superconductor Foundries
With those three the fusion prototype can wait a turn.
2: With the Chicago planned city I am adding a new region under our control so I want housing in case that starts a new refugee wave.
3: I am using a lot of power so I am waiting a turn so all of the power options are complete before I go on with vertical farms
1) Eh. We want the fusion reactor not for the Energy it makes, but to accelerate the day on which we can say "okay, let's start building commercially viable fusion reactor spam." Sooner is better even if we have plenty of energy for our immediate needs.

2) Ah. That... does tend to explain it. But we really need fiber-optics and orbital communications. Just saying.

3) Fair enough.

Much better to start on the Tiberium abatement focused city earlier than later.
Have you decided to just deliberately ignore what literally everyone in the thread including the QM is telling you about the problems our military is having extending itself into the Yellow/Red Zones?

Because this is past the point where it can be reasonably interpreted as "I have different priorities" and has gone out into the territory of "I am too stubborn to admit that I'm completely ignoring something vitally important and on some level I know it."
 
This acts like all of them are Fusion dice - we only have 2, so only 2 dice are at the discounted cost. The rest would be full price.
Bollocks. I've been pulling these numbers straight from Derpmind's Probability Array without really asking why.

-[]Orbital 2 + 2/2
--[] Expand Orbital Communications Network (Phase 2) 29/135 1 dice 15R 22%
--[] Orbital Cleanup (Phase 2) 58/90 1 die 15R 96%
--[] GDSS Enterprise (Phase 3) 2 dice 40R (F)

Would this be more correct then?
 
[X] Plan Philadelphia and Chicago

[X]Plan Schnell!

This plan works too, and saves plenty of power from no shipyards.
 
The first thing I notice about this plan is the power use vs production:
produced is: 16+2 = 18
Used:
Shell Plants:2, Copenhagen Hydrofoil Shipyard: 6 two Apollo Fighter Factories: 8 Vertical Farming projects 2 =18
This will leave us with 0 energy at the start of the next turn, resulting in us needing to complete one or more energy projects
Work is done on both Blue Zone Arcologies and Yellow Zone Light Industrial Sectors both requiring energy that will not be there.
Neither of those completes next turn, though. We can always slow-walk one or both of those in case both Apollo factories complete next turn. Otherwise, we probably just have to decide for Q2 whether we complete a second Apollo factory or do civilian energy-hog infrastructure, which is a manageable decision.

That is the thing. Currently the fusion reactors I have planned cut the progress needed (once you are at full scale power production campaigns for fusion plants) in half, or therabouts. Smaller campaigns for the same amount of total power. Of course, there are a few steps between here, and there.
Yeah, that's kind of my point. We need to traverse those steps as fast as reasonably possible, because we need that efficient energy production capacity.

This plan works too, and saves plenty of power from no shipyards.
This is getting to be like saying that if we design an airplane, we should save weight by leaving the fuel tank out.
 
[X] Plan Gimme the Fruit

Would prefer two dice on shells instead of on the shipyard and am not sure if starting with Philadelphia now is a good idea.

Otherwise like the plan though.
 
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Bollocks. I've been pulling these numbers straight from Derpmind's Probability Array without really asking why.

-[]Orbital 2 + 2/2
--[] Expand Orbital Communications Network (Phase 2) 29/135 1 dice 15R 22%
--[] Orbital Cleanup (Phase 2) 58/90 1 die 15R 96%
--[] GDSS Enterprise (Phase 3) 2 dice 40R (F)

Would this be more correct then?
Yeah that should be accurate
[X] Plan Philadelphia and Chicago

[X]Plan Schnell!

This plan works too, and saves plenty of power from no shipyards.
Amended Orbital for Schnell!.
 
-[]Orbital 2 + 2/2
--[] Expand Orbital Communications Network (Phase 2) 29/135 1 dice 15R 22%
--[] Orbital Cleanup (Phase 2) 58/90 1 die 15R 96%
--[] GDSS Enterprise (Phase 3) 2 dice 40R (F)

Would this be more correct then?
Close but the fusion dice replace regular dice so unless free dice are used there can only be 3 dice in total for orbital.
 
[X] Plan: Fruit with no Grants
Infrastructure (2/5 dice)
-[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
Heavy Industry (5/5 dice)
-[X] Blue Zone Power Production Campaigns (Phase 2), 3 dice (30 Resources)
-[X] Fusion Power Prototype, 2 die (40 Resources)
Light and Chemical Industry (3/3 dice)
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources)
-[X] Bulk Plastics Facilities, 1 die (10 Resources)
Agriculture (3/3 dice)
-[X] Vertical Farming projects, 2 dice (30 Resources)
-[X] Entari Development, 1 die (20 Resources)
Tiberium (5 dice)
-[X] Blue Zone Perimeter Fencing (Phase 2), 5 dice (75 Resources)
Orbital (3 dice)
-[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources)
-[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources)
-[X] Orbital Cleanup (Phase 2), 1 die (15 Resources)
Services (4/4 + 1 Free dice)
-[X] Scrin Research Institutions, 1 die (30 Resources)
-[X] Childcare and Preschool programs, 2 dice (10 Resources)
-[X] Fashion development houses , 2 die (20 Resources)
Military (5/5 dice +4 Free)
-[X] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice (60 Resources)
-[X] Reclaimator Hubs (RZ-6 South), 1 die (20 Resources)
-[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[X] Valparaiso Apollo Fighter Factory, 1 die (15 Resources)
-[X] Copenhagen Hydrofoil Shipyard, 1 dice (10 Resources)
-[X] Shell Plants (Phase 3), 2 die (20 Resources)
Bureaucracy (3/3 dice)
-[X] Security Reviews (LCI), 3 dice

Resources Available: 500
Resources Used: 500
Resources Remaining: 0
 
[] Plan Philadelphia and Superconductor
Infrastructure (5 dice) 45R
-[] Blue Zone Arcologies (Phase 1), 140/450 3 dice (45 Resources)
Heavy Industry (5 dice +2 Free) 50R
-[] Blue Zone Power Production Campaigns (Phase 2), 3 dice 30R 99%
-[] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 65%
-[] Yellow Zone Power Grid Extension (Phase 2) 101/275 3 dice 15R 77%
Light and Chemical Industry (3 dice) 70R
-[] Bulk Plastics Facilities 1 dice 10R
-[] Superconductor Foundries 2 dice 60R
Agriculture (3 dice) 50R
-[] Entari Development 0/40 1 die 20R 88
-[] Vertical Farming projects 136/250 2 dice 30R 73%
Tiberium (5 dice) 75R
-[] Blue Zone Perimeter Fencing (Phase 2), 5 dice 75R 99%
Orbital (3 dice) 55R
-[] GDSS Philadelphia II (Phase 1), 2 dice 40R+ 88%
-[] Orbital Cleanup (Phase 2), 1 dice 15 R 96%
Services (4 dice) 30R
-[] Childcare and Preschool programs, 2 dice 10R 25%
-[] Arts and Culture Grants 1 dice 10R
-[] Ethnic Restaurant Program 1 dice 10R
Military (5 dice +3 Free) 125R
-[] Super MARV Reclaimator Fleet (RZ-6 North), 3 dice 60R 45%
-[] Reclaimator Hubs (RZ-6 South), 1 die 20R 100%
-[] Toronto Apollo Fighter Factory, 1 die 15R 58%
-[] Shell plants, 35/150 2 dice 20R 72%
-[] Copenhagen Hydrofoil Shipyard, 1 die 10R 28%
Bureaucracy (3 dice)
-[] Security Reviews (Infrastructure), 3 dice

As it is to early for Chicago I wrote a version of my plan with 5 dice on Blue Zone Perimeter Fencing dice and Arts and Culture Grants and a dice on Ethnic Restaurant Program with the resources freed up by that.
Went for Vertical Farming projects instead of unlocking multiple new farming options we wont have the dice to use for anyway.
 
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