Honestly, In My personal opinion since I've seen how people want the next stage of Boston, Getting Tokyo Before elections, Will actually be really good. Like either way I would prefer getting tokyo to boston stage more then uping boston, Because our plan goals are consumer focus. And It majorly decreases nod masterstrocking our 1 chip producing factory.

Like If it was vaiable I would want to get it to stage three then go back to working on boston. I believe it might be because of all the plans a while back for Going all in on boston.

Basically, If I see a plan that puts dice on Boston I'm going to create a plan that put those dice on tokyo instead Because I just Prefer getting tokyo up, So much more then another stage of boston right now.
 
Boston is mostly a post election thing. People want to do military refits since it will give the military the raw production to not just hold off NOD, but actually make gains against them. This is important because if we want to get the yellow zone population we need to have a strong enough military presence to gaurd humanitarian missions.
 
Expand Strategic Planning Apparatus has all the hallmarks of synergizing plans with the other branches of GDI. The mechanical effect probably will be a forecast of what the other branches are doing and perhaps not get blindsided or tunnel visioned on certain projects. It could also be something as simple a reroll of a dice or additional bonus to actions. We don't know.

However it will have some effect and the fact it popped up at all means in universe people are talking about doing it in the treasury.
 
Infra 5/5 65R +13
-[] Tidal Power Plants (Phase 2) 0/??? 2 dice 20 R
-[] Blue Zone Arcologies (Phase 2) 3/??? 3 dice 45 R
HI 5/5 65R +16 (-2 for 6/8 due to graduates)
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 59%
-[] North Boston Chip Fabricator (Phase 4) 64/1200 3 dice 45 R 0%
LC 4/4 60R +13
-[] Yellow Zone Light Industrial Sectors 327/400 2 dice 20 R 95%
-[] Johannesburg Myomer Macrospinner (phase 1) 0/90 2 dice 40 R 89%
Agri 3/3 30R +13
-[] State Operated Breweries 69/120 1 dice 10 R 73%
-[] Perennial Aquaponics Bays 177/350 2 dice 20 R 24%
Tiberium 5/5 55R +31 (-2 for 6/8 due to graduates)
-[] Tiberium Prospecting Expeditions (Phase 4) 99/??? 3 dice 15 R
-[] Chicago Planned City (Phase 2) 43/160 2 dice 40 R 93%
Orbital 3/3 60R +13 (3 Fusion dice)
-[] GDSS Philadelphia II (Phase 2) 229/360 3 dice 60 R 93%
Services 4/4 +2 dice 70R +28
-[] Fashion development houses 0/225 3 dice 30 R 69%
-[] Ethnic Restaurant Program 97/150 1 dice 10 R 91%
-[] Durable Goods Libraries and Central Repositories 50/200 2 dice 30 R 70%
Military 5/5 +3 dice 125R +13
-[] Reclamator Hubs RZ 7 North 0/105 2 dice 40 R 80%
-[] Reclamator Fleet YZ 5a Super MARVs 35/210 1 dice 20 R 0%
-[] Orca Refit Package Development 1 dice 15R 89%
-[] Crystal Beam Laser Prototype Development 0/40 1 dice 20R 89%
-[] Ablat Plating Deployment (Phase 1) 152/200 1 dice 10 R 81%
-[] Wolverine Mark 3 Deployment 58/150 2 dice 20 R 88%
Bureau 3/3 +13
-[] Interdepartmental Communication Initiative 3 dice
Free 5/5
-3 Mil, 2 service

530/530
35 PS

Revised plan, all dice in use, added percentages as well. Trying to eke out some logistics and cap goods with rolling stock to setup actions for next year as well as starting the Boston grind. Tidal and 2nd phase of arcology will be multi turn projects but we need to keep power going and the 2nd arcology will meet a plan goal and provide housing and cons good down the line. A bunch of Cons Good projects. Phase 3 Philly as well and then a bunch of mil spending. 3 dice on MARV work (RZ 7 North to support Chicago and 1 dice on the YZ super marv to chip away when we are not using 3 dice on marv projects and we will need that mit given tiberium mutation is going to cause us to lose mitigation). Crystal Beam ( should have knock on effects on other projects, lasers could improve PD,). Lastely Ablat Deployment to get some counter to NOD lasers out and Wolverine Mark 3 to progress Steel Talons and get a new mech as well as a test bed for future projects.

Cons Good:
+8 YZ Light (95%), +4 Breweries (73%), +4 Fashion (69%), +4 Restaurants (91%), +8 Durable Goods (70%)

Mil:
Steel Talons- Wolverine Deployment (88%), Myomer Plant (89%)
Ground- Ablat Plating Phase 1 (81%)
Air- Orca Refit (also provides updated craft for escort carrier)
Multiple- Crystal Beam Laser (89%)

Edit -swapped out artillery tubes for Orca refit which will be useful for when we get escort carriers up and running and in the meantime is another air improvement
 
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Tempted to try for Personal Vehicle Factories in Heavy Industry, but the resource budget is tight and I know people want to run our Energy budget in a lot of different directions. Car factories would use -4 Energy, and we can afford that but it's -4 Energy not spent on something else.

Switched out remote weapons for tanks for escort carriers because we need more sealane control badly and the ground forces aren't being asked to do much more this turn. Could do cruisers instead, but in practice escort carriers usually turn out to be easier to build and that's a factor here.

Switched out the Titan Mk III for the Havoc because the Havoc supports ZOCOM and has the rotary railgun we're hoping to integrate into a next-generation Orca for the Air Force.

Budget: 520/530

[] Plan October Surprise

5/5 Infrastructure (55 R)
-[] Blue Zone Residential Construction Phase 3 (4 dice, 40R, 95%)
-[] Rail Link Reconstruction Phase 2 (1 die, 15 R)

5/5 Heavy Industry (50 R)
-[] Heavy Rolling Stock Plants 111/250 2 dice 20R 57%
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 66%
-[] Yellow Zone Power Grid Extension (Phase 3) 71/350 1 die 5R
-[] Fusion Peaker Plants (?) 0/??? 1 die 20 R

4/4 Light Industry (60 R)
-[] Yellow Zone Light Industrial Sectors 327/400 (2 dice, 20R, 95%)
-[] Johannesburg Myomer Macrospinner (phase 1) 0/90 (2 dice, 40R, 89%)

3/3 Agri (30 R)
-[] Perennial Aquaponics Bays 177/350 (2 dice, 20R, 24%)
-[] State Operated Breweries 69/125 (1 die, 10R, 73%)

5/5 Tiberium (80 R)
-[] Tiberium Prospecting Expeditions (Phase 4) 99/150? 2 dice 10R 100%
-[] Chicago Planned City (Phase 2) 43/160 1 Tib dice 20R 30%
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50 R 56%

3/3 Orbital (60R)
-[] GDSS Philadelphia II (Phase 3) 229/360 (3 dice, 60R, 93%)

7/4 Services (85R)
-[] Durable Goods Libraries and Central Repositories 50/200 3 dice 45R 98%
-[] Ethnic Restaurant Program 97/150 1 die 10R 91%
-[] Fashion Development Houses 0/225 (3 dice, 30 R, 69%)

7/5 Military (100R)
-[] Chicago-Area Red Zone Hub (2 dice, 40R, 80%)
-[] Crystal Beam Laser Prototype Development 0/40 (1 die, 20R, 88%)
-[] Escort Carrier Development 0/40 (1 die, 10R, 88%)
-[] Wolverine Mark 3 Deployment 58/150 1 die 10R 37%
-[] Ablat Plating Deployment (phase 1) 152/200 1 dice 10R 81%
-[] Havoc Scout Mech Development 0/30 1 die 10R 99%
--[] Inform the Steel Talons that we've got a present for them. :p

3/3 Bureaucracy (0 R)
-[] Interdepartmental Communication Initiative DC 90 (3 dice, 99%)

...

So this plan manages to spend heavily on the military and run through a litany of voter-beloved projects right before the election.

We roll out another 28 Consumer Goods worth of projects, all of which have a 69% or better chance of actually finishing; the expected result (multiplying payout by probability of actually getting it) is around +24 or +25 Consumer Goods (in other words, one of the four-pointers might fail but it's quite unlikely that two of them, or one of the eight-pointers, will).

In addition to all the CONSOOM, we are very likely to finish the Philadelphia's Phase 3, with the concomitant prestige boosts that gives us with the voters and with the incoming greatly expanded government. We please the burgeoning number of Yellow Zone voters by completing the industrial zones we've been working on, and the Blue Zone voters by getting them better housing. Lots of Blue Zoners who are complaining about their housing situation will get to move into something better, and/or Yellow Zoners get to move into Blue Zones.

The real sacrifices I make to enable all this? Well, I only put one die on Chicago instead of two, and I don't do a security review of the military this turn (we can do it next turn with fewer distractions after the ICI is completed.

Honestly, In My personal opinion since I've seen how people want the next stage of Boston, Getting Tokyo Before elections, Will actually be really good. Like either way I would prefer getting tokyo to boston stage more then uping boston, Because our plan goals are consumer focus. And It majorly decreases nod masterstrocking our 1 chip producing factory.
I get it, but we have a tone of other things we can get Consumer Goods from, and very few ways to get Capital Goods in large quantity to do the military factory refits.

Tokyo isn't actually that efficient as a means of producing Consumer Goods, is the problem. It's not bad, but it's not that great. And it uses Heavy Industry dice that directly compete with a lot of other stuff.

I am more intrested in the other part it gives, the splitting of large projects into phases like the military factory refit.
That's a fair point. On the other hand, we're not really contemplating any megaprojects next year except North Boston which is already phased. So I'm kind of looking at that and thinking "okay, that makes this Bureaucracy option important, but not urgent."
 
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Two things: Now that we have a Housing and Logistics surplus, I think it's worth using Infrastructure to push Chicago. Infrastructure dice may not have as big a bonus as Tiberium dice, but it lets us gain Mitigation using Infra dice as well as from Tiberium dice. And two Infra dice can give up to 95 more progress than one Tiberium die can. I'd like to see more plan that throw at least a couple Infrastructure dice at Boston.

Secondly, while it's not going to be a priority for the next few turns, finishing the last Zone Suit factory will unlock projects to outfit other branches of the military with similar suits of powered armor. And in general we shouldn't consider ZOCOM "done" while we can still get a better Military Confidence rating from them than "Decent."
Honestly, In My personal opinion since I've seen how people want the next stage of Boston, Getting Tokyo Before elections, Will actually be really good. Like either way I would prefer getting tokyo to boston stage more then uping boston, Because our plan goals are consumer focus. And It majorly decreases nod masterstrocking our 1 chip producing factory.
With only 1 quarter left, it's nearly impossible to get Tokyo Phase 3. Phase 2 will give us +2 consumer goods, but Phase 3 is where we get a juicy additional +8 consumer goods... and even 10 dice put into Tokyo has a less than 1% chance of getting us there.

While I'd prefer doing Tokyo first too, we have a project that could very much use the +16 capital goods Boston Phase 4 could provide: The Wartime Factory Refits. (Which costs exactly -16 capital goods currently.) And Boston Phase 4 will give us +8 consumer goods too, if for a higher price than getting to Tokyo 3.
 
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Two things: Now that we have a Housing and Logistics surplus, I think it's worth using Infrastructure to push Boston. Infrastructure dice may not have as big a bonus as Tiberium dice, but it lets us gain Mitigation using Infra dice as well as from Tiberium dice. And two Infra dice can give up to 95 more progress than one Tiberium die can. I'd like to see more plan that throw at least a couple Infrastructure dice at Boston.

Boston is a Heavy Industry project to make computer chips deep in a Blue Zone? Pretty sure you mean Chicago.
 
-[] Furniture Factories 0/150 (3 dice, 30 R, 86%)
At +2 cons good we have better choices, such as fashion dev which is +4 cons good. Also not sure if we want to spend logistics on housing (we have a big surplus with the 1st arcology phase done and unlike the arcology residential does not provide cons good).

Two things: Now that we have a Housing and Logistics surplus, I think it's worth using Infrastructure to push Chicago. Infrastructure dice may not have as big a bonus as Tiberium dice, but it lets us gain Mitigation using Infra dice as well as from Tiberium dice. And two Infra dice can give up to 95 more progress than one Tiberium die can. I'd like to see more plan that throw at least a couple Infrastructure dice at Boston.
Part of the reason for using tib dice is because the military has not been at a level to support additional expansion (last we heard they could support a planned city or yz harvesting but not both). The other part is we need to keep some power going (so tidal is a good bet) and while we have a large housing surplus our logistics surplus is lower and we have projects that will consume it. Still might shift some infra dice to chicago but not sure if we want to do phase 3 as well next turn without seeing what it drains. We also need to use 1 tib dice each turn we do the project from my understanding.
 
I do think any plan needs at least one dice into our navy. Remember that the hydrofoils stopped Nod from pirating stuff.

Worldwide logistics is pretty reliant upon ocean travel. So, that needs to be something we continually spend money in. Beyond that, keeping a strong navy allows for them to support ground operations in coastal regions. All the GDI troops in america won't help with fighting in europe if they can't cross the atlantic because Nod attacks supply trains and reinforcements.
 
Cons Good:
+8 YZ Light (95%), +4 Breweries (73%), +4 Fashion (69%), +4 Restaurants (91%), +8 Durable Goods (70%)
This isn't bad at all. Note that your expected consumer output at these odds is 22.5 (that is, there's some risk of one of your +8's failing, and/or a fair chance of one of the +4's failing, and the two taken together kind of chip away at things).

I do think we should seriously consider my idea about a housing rollout. It's a relatively cheap project we can squeeze in. It means our housing situation is really good for the immediate future and we'll have places to put any sudden surges of refugees (e.g. from the Ohio River Yellow Zone). And it really tightens the screws on the Free Market party even if it isn't directly CONSOOM, because it's exactly the kind of thing the Free Market Party probably spends a lot of time promising would be available if only you'd vote for them.

Actually getting it done means not working on Tidal Power this turn, but ultimately I think we can live with that given our energy surplus right now. We can flip back to Tidal next turn.


Two things: Now that we have a Housing and Logistics surplus, I think it's worth using Infrastructure to push Boston.
Do you mean Chicago?

The problem I see with that is resources. Our resource budget can only support spending 20+ R to activate so many dice per turn before we run out of resources for everything else. And since options that get us mitigation tend to cost that much, there's a practical upper limit on how much mitigation we can buy per turn unless we make it an absolute hair-on-fire top priority.

With the election this turn I think this isn't a great time for that. 2055Q1 might be a better time to start.

As such, it's probably a good idea to spend the dice where we roll a +31 to progress, instead of the dice where we roll a +13. We get more bang for our buck that way.

Secondly, while it's not going to be a priority for the next few turns, finishing the last Zone Suit factory will unlock projects to outfit other branches of the military with similar suits of powered armor.
It'll be a lot easier to do that after we do the capital goods refit of the old war factories, though, won't it?

At +2 cons good we have better choices, such as fashion dev which is +4 cons good.
[blinks]

You're right, i thought that was a +4 project. Let me rethink that.

Also not sure if we want to spend logistics on housing (we have a big surplus with the 1st arcology phase done and unlike the arcology residential does not provide cons good).
You're right, but just because it doesn't provide CONSOOM doesn't mean it doesn't affect quality of life. Stuff like childcare programs and housing have an impact on people's satisfaction, and "October Surprise" is all about that, not about hitting a nominal mathematically defined Consumer Goods target except insofar as that's a metric for public opinion.

As such, -1 Logistics strikes me as a manageable price to pay... unless it turns out that Chicago Phase 2 costs -2 Logistics instead of -1, which I suppose is possible and then I'd have to re-evaluate.
 
Don't think this is as important as mk3 Titans.
Actually that is quite important given all of our ground installations. Right now we have one large smoothbore artillery piece and for any fire support we have to do saturation bombardment as we cannot do precise bombardment. That means our shell expenditure is higher than it needs to be which is increasing the time it takes to restock and limiting how big our offensives can be. In addition the lack of smaller pieces means we do not have light artillery that can be moved with offensives and instead have a much slower pace for following a NOD withdrawl. And this impacts how much the military can support our tiberium operations and we really need to get back to the point that we can do YZ harvesting and RZ containment for the mitigation.

I do think any plan needs at least one dice into our navy. Remember that the hydrofoils stopped Nod from pirating stuff.

Worldwide logistics is pretty reliant upon ocean travel. So, that needs to be something we continually spend money in. Beyond that, keeping a strong navy allows for them to support ground operations in coastal regions. All the GDI troops in america won't help with fighting in europe if they can't cross the atlantic because Nod attacks supply trains and reinforcements.
I am doing the laser project in part to see if that improves our point defense refit and the artillery tubes because improvements there could translate to improvement to main naval guns. Those set us up for governor dev and PD investment Q1.

You're right, but just because it doesn't provide CONSOOM doesn't mean it doesn't affect quality of life. Stuff like childcare programs and housing have an impact on people's satisfaction, and "October Surprise" is all about that, not about hitting a nominal mathematically defined Consumer Goods target except insofar as that's a metric for public opinion.

As such, -1 Logistics strikes me as a manageable price to pay... unless it turns out that Chicago Phase 2 costs -2 Logistics instead of -1, which I suppose is possible and then I'd have to re-evaluate.
a
Yeah but as mentioned Arcology phase 1 added a lot of housing (+8 to be exact) so we are sitting on a housing surplus right now (+10) and I would want to save logistics for planned cities and projects like: Civilian Air Travel which adds +6 cons good and +5 PS. And really after one set of arcology starting a 2nd is going to excite people that did not get into the 1st and the promise of the future is just as important in the turn of the elections.
 
I don't think we're putting chemical artillery on naval ships anymore, the cruisers are going to be armed with a couple railguns and a bunch of missiles is my guess. Even if we are using chemical artillery for some reason (I don't see a single reason why we would, a railgun does the same thing a naval gun can do but is easier to maintain, can shoot farther, and you can pack a lot more ammo for your extended patrols), it's not going to be the same tube we use for divisional level field artillery or whatever. I think getting the cruiser development out next turn is a pretty high priority, the navy doesn't really have any hulls that can fill that role and getting them some cruisers is the quickest way to get their confidence up from low to decent.
 
Rapid fire Railgun tech is locked behind the Titans, alongside other stuff. That will apply to all of our military except debatably the Air Force and even then that's only a maybe.
Edit: I'm mistaken about the railguns part, my bad.
 
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Rapid fire Railgun tech is locked behind the Titans, alongside other stuff. That will apply to all of our military except debatably the Air Force and even then that's only a maybe.
They're behind the Wolverines actually, and I think pretty much every branch including the air force would like to get them. Replace the Apollo's cannons with railguns, strap one on an Orca, whatever. It'll probably take a couple miniaturization cycles to get a more convenient form factor than "three full-sized railguns welded together" and multiple programs to expand/streamline mass production to get everybody enough but I think they're going to be extremely popular.
 
I don't think we're putting chemical artillery on naval ships anymore, the cruisers are going to be armed with a couple railguns and a bunch of missiles is my guess. Even if we are using chemical artillery for some reason (I don't see a single reason why we would, a railgun does the same thing a naval gun can do but is easier to maintain, can shoot farther, and you can pack a lot more ammo for your extended patrols), it's not going to be the same tube we use for divisional level field artillery or whatever. I think getting the cruiser development out next turn is a pretty high priority, the navy doesn't really have any hulls that can fill that role and getting them some cruisers is the quickest way to get their confidence up from low to decent.
Hmm at the least I want the laser dev down in case that is a new point defense option that way any cruiser design will have that from the beginning. If artillery does not help swapping over to rail gun munitions would seem the choice there more so if the cruisers are using rail guns. Which puts cruiser dev at Q1 and cruiser shipyard at Q2 (also I figure we can do the last rapier shipyard Q1). Or we go Orca refit and then do escort carrier dev for which to base the refit Orcas on.
 
The laser option that's currently available sounds like it unlocks further branch-specific projects to develop something we can actually field. Laser PD is probably a year or so away still even if we do the laser option this turn, because we need to then do the navy's hypothetical PD upgrade, and then have to actually roll it out. Not close enough to be worth delaying the cruisers or anything imo but something we should definitely get the ball rolling on.
 
The perfect is definitely the enemy of the good when it comes to ship rollouts. Naval power projection is definitely something we need to think about if we're trying to take the fight to Nod in pretty much any direction.

Yeah but as mentioned Arcology phase 1 added a lot of housing (+8 to be exact) so we are sitting on a housing surplus right now (+10) and I would want to save logistics for planned cities and projects like: Civilian Air Travel which adds +6 cons good and +5 PS. And really after one set of arcology starting a 2nd is going to excite people that did not get into the 1st and the promise of the future is just as important in the turn of the elections.
Bear in mind that what I was actually proposing was to add a round of residences, not arcologies. The residential construction project is much cheaper and supports a different lifestyle than living in the arcologies. A large housing surplus represents greater variety and more people being able to move into better living quarters, not just tons of good housing standing empty or something.

Also, given that we have large populations literally living in a toxic wasteland, I'm quite sure that we can find uses for huge housing surpluses in the Blue Zones, if only through relocation OUT of the Yellow Zones.

I respect how you feel about it, but my real goal here was to find a reasonably Resource-cheap way to spend Infrastructure dice on something likely to be popular with the voters, and creating a very large housing surplus strikes me as a good way to do that. It does, I won't deny, hit Logistics a bit... but again, I would caution you against assuming that Consumer Goods production is the sole metric of how happy people are with the administration. If we were still in the negatives on Housing or Health, that would very much be a stain on our record, even if it didn't affect Consumer Goods at all.

They're behind the Wolverines actually, and I think pretty much every branch including the air force would like to get them.
Wait, shit, rapid fire railguns are behind the Wolverines? I thought they were behind the Havocs.

Replace the Apollo's cannons with railguns, strap one on an Orca, whatever.
I think the Orca definitely benefits, because it likely increases the effective range at which they can chew up light armor and lightly fortified ground positions with gunfire and that's one of their main missions. Not so sure about the Apollo, because their mission profile (swoop in at supersonic speeds and reap enemy aircraft) almost demands the use of guided missiles; the ranges and relative speeds are just too great for a human-ish pilot to engage effectively with guns.

Now, a railgun could still benefit the Apollo, mainly by virtue of letting it fire shells that are actually faster than the plane itself is... :p But increasing gun firepower is not really a priority, because the Apollo's primary intended targets are other aircraft and those tend to be relatively thin-skinned.

Will we need to make missile plants for the new naval slips?
I would think that they'd be firing essentially the same kinds of missiles our military already makes. We already manufacture ammunition for our existing fleet; the only reason we needed a giant rollout of artillery shells was because the shells were a new category of munition that, by nature, gets expended in really fucking insane numbers and tonnage.
 
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