@Derpmind , I think you'll want to go back into your accordion and tweak which MARV projects are listed. The list seems to be out of date.
What do you mean? I'm keeping the three generic MARV projects listed alongside the in-progress MARV and Reclaimator Hubs. (Sidenote: We now have 3 of the latter. Oof.)

Added some extra space; it has gotten quite crowded.
I kind of question the assumption that the Johannesburg macrospinner will have the second phase cost 90 Progress as your accordion implies. This looks to be another facility like North Boston, where each phase of building the very large facility has increasing benefits but also increasing progress costs. Note that we got effectively nothing out of Phase 1, which suggests that 90 Progress wasn't enough to build a factory capable of moving the needle on a global economy. I'm expecting the next phase to cost 180-200 Progress, personally.
Whoops. Fixing now...
 
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Once More, With Feeling, And A Lot of Guns, Mk II

Infrastructure (5/5, 55 R)
-[] Yellow Zone Arcologies (Phase 1) (1 die, 15 R) (97% to complete)
-[] Tidal Power Plants (Phase 2) (4 dice, 40 R) (4 of 6-ish dice to complete)

Heavy Industry (5/5, 75 R)
-[] Fusion Peaker Plants (2 dice, 40 R) (99% to complete)
-[] Heavy Rolling Stock Plants (2 dice, 20 R) (96% to complete)
-[] North Boston Chip Fabricator (Phase 4) (1 die, 15 R) (1 of 17-ish dice)

Light and Chemical Industry (4/4, 70 R)
-[] Johannesburg Myomer Macrospinner (Phase 1) (2 dice, 40 R) (100% to complete, MIGHT clear Phase 2 but I doubt it)
-[] Chemical Precursor Plants (2 dice, 30 R) (34% to complete)

Agriculture (3/3, 30 R)
-[] State Operated Breweries (1 die, 10 R) (91% to complete)
-[] Perennial Aquaponics Bays (2 dice, 20 R) (97% to complete)

Tiberium (5/5, 70 R)
-[] Chicago Planned City (Phase 3) (3 dice, 60 R) (46% to complete)
-[] Tiberium Prospecting Expeditions (Phase 6) (2 dice, 10 R) (91% to complete)

Orbital (3/3, 40 R)
-[] GDSS Shala (Phase 1) (1 fusion die, 20 R) (39% to complete)
-[] Orbital Cleanup (Phase 3) (2 fusion dice, 20 R) (89% to complete Phase 3, 20% to complete Phase 3+4)

Services (4/4, 30 R)
-[] Fashion Development Houses (2 dice, 20 R) (2 of 3-ish dice)
-[] Game Development Studios (2 dice, 10 R) (2 of 4-ish dice)
-(this area is unusually likely to see change as new options arise, since existing options are so picked over)

Military (10/5, 155 R, budgeting generously)
-[] Security Review (1 die)
-[] Reclamator Hub RZ-7N (1 die, 20 R) (75% to complete)
-[] Reclamator Fleet YZ-5a (2 dice, 40 R) (72% to complete)
-[] Orbital Strike RCT Station (1 fusion die, 20 R) (1 of 3.5-ish dice)
-[] Tube Artillery Development (1 die, 15 R) (89% to complete)
-[] Governor Yard (2 dice, 40 R) (??% to complete)
-[] Mastodon Heavy Assault Walker (1 die, 10 R) (99% to complete)
-[] Havoc Scout Mech Development (1 die, 10 R) (99% to complete)

Bureaucracy
-[] Security Review: Military (3 dice) (99% to complete)

55+75+70+30 + 70+40+30+155

130+100+140+155
525 Resources



Grudgingly sacrificed naval point defense for MARVs in South America. I've still got 10, maybe 15 Resources worth of wiggle room in the plan. Added success probabilities where possible. Footnotes:

1) I'm assuming the Governor-class shipyards will be expensive beasts: 20 R/die, to go with having an actual Capital Goods cost.

2) The plan continues aggressive military spending, with two dice each on Navy and Steel Talons priorities, one on Ground Forces, one on Space Force to help them project power to the ground. Three on MARVs and one on that security review we've been putting off for six months.

3) Services is a likely place to eat more resources when next turn's action options become available, because there's likely to be new things to do. And probably something more interesting to do than Game Development Studios but with less painful costs than Virtual Reality Arcades.

4) This plan does NOT beeline completion of Shala because Shala is a long term priority. We've been sacrificing everything else we do in space to rush the Philadelphia for the past two turns; we need to back up and do other stuff too like orbital cleanup and space survey. Just building the space stations isn't enough by itself; there's humble little projects around the edges that need doing.

5) I'm pleasantly surprised that there are resources to have a good shot at finishing Phase 3 of Chicago, but there seem to be. This will also ensure that we have enough tiberium refining capability that we can hit our Plan promise without getting silo'd.

6) Agriculture is a "second verse, same as the first" situation because neither project completed. Breweries is so close that one die should do it. I'd put one die on Perennials and use the third for something else if it weren't for the long spool-up time; we need to have it done next quarter for Plan completion purposes.

7) We get close enough to Chemical Precursors that we can slow-walk it to completion next turn probably I hope. This is important because we don't know the exact Capital Goods cost of the Governor-class yards, unless I'm sorely mistaken, and we'll need to build at least one yard in the immediate future (I budget for it in the plan). And we want to stay in the green on Capital Goods in the short term, because North Boston will optimistically take 3-4 turns to finish.

8) I don't like putting so many heavy industry dice on "second verse, same as the first" projects, but we need those finished and heavy industry rolled quite badly last turn. Both projects are important, Fusion Peaker Plants because it chains into the next fusion project and Heavy Rolling Stock because we're still searching under the couch for loose Capital Goods, plus possible synergies with getting rail projects done under Infrastructure.

9) Infrastructure is mainly focused on tidal power right now. Cheap, provides ++++ Energy, can be mostly completed this turn, what's not to like?

Which one? Boston Phase 4?
That's in the plans for this coming year.
Yeah. My own draft plan doesn't give it much, but that's just because I want to settle our unfinished business and make sure we have enough Capital Goods to cover immediate priorities before beginning a cycle of heavy investment in North Boston.

What do you mean? I'm keeping the three generic MARV projects listed alongside the in-progress MARV and Reclaimator Hubs. (Sidenote: We now have 3 of the latter. Oof.)
Honestly I may just not have been able to find the success probabilities for the in-progress RZ-7N hub and YZ-5a fleet in among the shuffle...? I'll check again and edit in if applicable after posting this.

EDIT:

Okay, yeah. Found them easily enough under the spoiler in your post.
 
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Undoubtly all the options have been discussed to death, but can someone point me to posts discussing

[ ] Kure Machine Works:
While most of the other proposed sites for capital goods production are focused on older, simpler tooling to replace lost equipment or supply the civilian market, Zone Blue-6 has presented a plan for replacing highly automated and ultra-high precision 3D printing methods like vapor deposition, laser sintering, and other techniques. While this will demand additional computing resources, the facility will replace some of the harder to make equipment.
(Progress 0/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy)

I wonder if having it would be useful for controlling the new ailen tech we're researching, and maybe make some parts of the Boston upgrade easier, or is that reaching?
 
-[] Tube Artillery Development (1 die, 15 R) (89% to complete)
-[] Mastodon Heavy Assault Walker (1 die, 10 R) (99% to complete)
-[] Havoc Scout Mech Development (1 die, 10 R) (99% to complete)
I object to doing more development projects when we just finished a set. We should roll out the products we developed this turn first, barring the whole military screaming that one project is absolutely crucial and cannot wait.

Development Projects don't actually help the military situation until we get them deployed.
 
I wonder if having it would be useful for controlling the new ailen tech we're researching, and maybe make some parts of the Boston upgrade easier, or is that reaching?
Here's the relevant post. It seems like an important project, but once again the Heavy Rolling Stock Plants failing to complete means it's been moved even further back from completion.
Kure is aimed directly at the next generation of machine tools. The first real step towards building a lot of the better equipment, is to build a better tool to make it. And Kure is starting to get towards that. It is not all the way, but it is an important step.
 
I object to doing more development projects when we just finished a set. We should roll out the products we developed this turn first, barring the whole military screaming that one project is absolutely crucial and cannot wait.

Development Projects don't actually help the military situation until we get them deployed.
I'll happily substitute RWS-Predator rollout for Tube Artillery Development; the point is to do something for Ground Forces , but I built my plan entirely out of projects that already existed in 2055Q4 except for the Governor yard thing.

I'll seriously consider substituting a single mech rollout for the two mech development programs, but the Wolverine rollout is a cautionary tale that we should look before we leap on those rollouts, because they may involve shutting down a production line or something and can cause problems if we under-invest in them.

So your objection is something I'm quite prepared to accede to, but can't budget for very well until I have more information on what is and isn't going to be on the menu for military options in 2056Q1.
 
I'll seriously consider substituting a single mech rollout for the two mech development programs, but the Wolverine rollout is a cautionary tale that we should look before we leap on those rollouts, because they may involve shutting down a production line or something and can cause problems if we under-invest in them.
I like to focus on rollouts for the military this turn as I want to resume pushing into the red and yellow zones but like to see our army stronger to support that.
The Titan rollout should wait for Johannesburg Myomer Macrospinner as that will reduce progress needed and make it easier to rollout in 1 to 2 turns.
I agree with most of the plan, might go with one dice on fusion peaker plants, enterprise as our next station and Kure before Boston with the 6th free dice in HI.
I think one last high military turn before we turn to HI and Boston that includes:
RWS rollout
2 dice on MARV's
2 dice to roll out the new lasers
2 dice for the governor shipyard
2 dice on ablative as it 10R if the next phase is 200 points again
The final dice on any of the above if they cant complete with 2 dice else the final dice goes to Orca Refit Package Development.
 
Elections: Plus= market socialists came out of the gate strong, Very good there.

Bad, militarists rolled pretty low. Otoh, good that initiative first rolled low. Funny enough, both ate a 1. Narratively.... I think this can be spun pretty heavily, as the general public being a bit sick of war, and wanting to go back to pre-war how things were... More or less they just want tiberium down, consumer goods up and their lives back to normal as much as possible.

Because, yeah, the military have been taking hits but by and large there's two reasons why the combined militarists/initiative first got a lower vote share/less seats. 1, after the minor hiccup with redzone mining renewed military funding has become a priority for the treasury. And 2, leaning heavily on that is that the military has done a fantastic job of largely keeping nod away from the general public. Nod isn't bombing people's houses any more, they're attacking minings ops, and border fortress towns. Maybe a handful of former bluezones are seeing some conflict, but, it's at city outskirts, dealt with by the military, and keeping the public safe. If you're not in a deep yellow zone/ working in tib extraction, for most civilians it probably seems like the war is not only finished, but even the nod remnants are winding down somewhat.

Especially since those Nod that are active are the one's largely, we're making sure to crush. The unlucky Nod Harvesting operations that go squish beneath supermarvs notwithstanding.

Even then, if anything now we've got the industry to support it we're revamping military spending back up, using all our military die and often tossing in bonus die too for good measure. Having learned the lessons of the third tib war (and second, and the recent red zone attack we suffered) GDI seems to have learned the lesson of maintaining high preparedness. It was bound to stick eventually.

Developmentalists lost a voteshare, but a lot of that seems to have shifted to other parties. Adding 'just' the starbound, natural allies since they want to develop stuff, just you know *in space* that would seem to have remained stable. But, more than that the developmentalists plus market socialists together, edge over the line of fifty percent of the seats, sitting pretty at 54%, the socialists (formerly under independants with just two seats) increased their voteshare and are natural allies of course.

There's in theory, another supermajority bloc capable of being formed that leaves the fmp/initiative first out in the cold. Built around a developmentalist core with strong socialist support, extend some planks to the military and space funding then spread around pork barrel projects for the minor parties and that's a strong government that can pass bills with backbencher and minor party support for 'confidence and supply' type deals.

Some very minor concessions could even be offered to free market party to at least gain some support from a few of them with the economy expanding and private businesses helped taking off.

And, one major thing I see, is, the united yellow list, despite rhetoric from Initiative first seem to have transferred some of their support to other parties, I imagine developmentalists, space and probably militarists for strong defence spending. Which, speaks VERY well for their integration into GDI along bluezones and their unofficial status as greenzones. Some of us had thought a green designation might arise eventually, but, it seems a significant number of yellow zoners at least are making a step towards considering themselves a part of GDI now they've been extended the vote and are getting their voices heard.

Tib rolls suck this turn, yellow expanded, but RED was reduced!

Some of our construction rolls and so on could have been a bit better, but military speaking, everything except Marvs completed which is great for our development of other fields that's not SupaTonk.

All in all, I'm actually pretty pleased with these rolls, politics especially, we can definitely work with a friendly parliament and supportive government.
 
Infra 5/5 55R +15
-[] Tidal Power Plants (Phase 2) 0/400 4 dice 40 R 0%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 15R 97%
HI 5/5 75R +18 (-2 for 8/8 due to graduates)
-[] Fusion Peaker Plants 172/240 1 die 20R 66%
-[] Heavy Rolling Stock Plants 171/250 1 die 10R 55%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 3 dice 45R 0%
LC 4/4 70R +15
-[] Chemical Precursor Plants 36/200 2 dice 30R 34%
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 2 die 40R 100%
Agri 3/3 30R +15
-[] State Operated Breweries 85/125 1 die 10R 91%
-[] Perennial Aquaponics Bays 278/350 2 dice 20R 97%
Tiberium 5/5 55R +33 (-2 for 8/8 due to graduates)
-[] Chicago Planned City (Phase 3) 49/??? 2 Tib dice 40R
-[] Tiberium Prospecting Expeditions (Phase 6?) 2/??? 3 dice 15 R
Orbital 3/3 +1 dice 70R +15 (4 Fusion dice)
-[] GDSS Shala (Phase 1) 0/90 2 dice 40 R 91%
-[] GDSS Enterprise (Phase 3) 68/390 1 dice 20 R 0%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 10R 42%
Services 0/4 0R +30
-4 dice on ????
Military 0/5 + 4 dice 0R +15
-[] Reclaimator Hub Red Zone 7-North 49/105 2 dice 40R 99%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 1 die 20R 9%
6 dice on ????
Bureau 0/3 +15
???
Free 6/6
1 orbital, 4 mil, 1 on ???

355/535 (or 540) (does not include service, mil or the 1 unassigned free dice)

Current thoughts. Heavy mil investment putting a free dice into orbital to chip away at Enterprise since phase 3 opens up projects (phase 2 gave us the shuttlebay for example). For mil I need to see what the new options are because there is going to be a lot of change in that category.
 
Yeah the Militarists scored a shocking victory, getting a significant margin over Ozawa's faction despite being last-second impulse splitters with zero infrastructure or organized leadership cadre versus the old party leader with all the institutional advantages and party infrastructure in his camp. This election was the best Initiative First is ever going to do, it's all downhill from here and Ozawa is already in the minority of the old Hawk camp.

Kinda sad to see the UYL losing ground but as @BoSPaladin said it's not because our politicians have stopped caring about the Yellow Zones it's because Yellow Zone support is becoming so mainstream that former UYL voters/reps are now Developmentalists/Militarists/one of the Socialist flavors. It's good to see reaching out to the YZ's becoming a mainstream political plank, segregating the YZ's out into their own insular party forever would have been a bad sign for cultural integration.
 
Election 2056, Parliament Visualization

VERY NICE!

I'm a little fuzzy on the logic of putting opposition parties right next to each other. I feel like it's a bad idea to put Free market party next to the market socialists and having the Initiative first in between militarists and yellow zone list, both of whom have reason to dislike initiative first.

Left to right I'd probably go independents, developmentalists, market socialists, united yellow list, militarists, socialists, starbound, free market party then initiative first, just to try and make it so parties opposed to one another aren't right next to each other. Also it has the side benefit of putting the free market party and initiative first on the far right of the room but all in all that looks very neat.

Actually, Militarists rolled high. With 8d50 rolls, they should have gotten an average of 200 seats. Instead, they got 237.
Ahh, my bad. I focused on the 1. Yes, on average they did good. Thank you for the correction.



Hmmm politically also I'd say the market socialists entering the political sphere as a party in their own right is a major vote of confidence in the treasury's/governments ability to run the market/ how well they've handled the various crisis'. Very much proving that a government ran economy can function just fine, despite the screeching of the free market party. We're putting people back to work and it's work with reasonable hours and compensation and improving living conditions. So that's a nice recognition of the government policies we've largely pushed.
 
Current thoughts. Heavy mil investment putting a free dice into orbital to chip away at Enterprise since phase 3 opens up projects (phase 2 gave us the shuttlebay for example). For mil I need to see what the new options are because there is going to be a lot of change in that category.

I feel like a heavy push for Enterprise (even to phase 5) is the better idea. Just look at how useful shuttlebay ended up being - getting a station from phase 1 to phase 3 is 60 progress cheaper and judging by the bonuses we've been told phase 5 philly gives us, that is by far the smallest reduction we'll get.

Phase 4 is 100 progress and phase 5 is 150. It is a serious mistake to not stack those bonuses as much as practical before further investment into other stations. The fact that we're looking at an average of 2/3 dice reduction to go from phase 1 to phase 5 with the smallest bonus is telling. If that means putting off all other space actions for a few turns then we'll ultimately more than make up for it by the end of the plan.
 
Bad, militarists rolled pretty low. Otoh, good that initiative first rolled low. Funny enough, both ate a 1. Narratively.... I think this can be spun pretty heavily, as the general public being a bit sick of war, and wanting to go back to pre-war how things were... More or less they just want tiberium down, consumer goods up and their lives back to normal as much as possible.
Overall the hawk parties lost percentage, but the militarists gained percentage (up 1.5%) it was just the initiative first losing 4.3% that makes things look down but still the militarists form the 3rd largest party after elections.

The big losers in vote share-Free Market Part (-8.9%, they lost over half by far the worst hit in this election), Development (-8.1% but we suspect a lot of the more space focused members swapped to the starbound party), Initiative first (-4.3% and they are not going to pull in new voters since those will be from reclaiming more of the YZ under our control with hubs and such), United YZ (-4.3% also losing half though in this case due to more integration with the BZ there is more comfort that YZ issues will be taken care of and long term we can expect this party to fade), Independents (-5.1% but then again at this point the previous big independent parties are tracked seperately). For the blocs, yeah there seems to be a lose coalition that basically shuts out FMP and Initiative First (which where allies in the past term) to the point they are not even needed to be consulted.
 
It is even higher than that shuttles give a 10% discount
10/20/40/80/160 for a total discount of 310R

I remembered the 10 and thought it was 10/20/30/40/50 (as you can no doubt tell from the math...) but that just makes my point even more important really. A total of 310 progress is no laughing matter, that's easily 6 dice that we're saving and with our amazing rolls much closer to 12.
 
I remembered the 10 and thought it was 10/20/30/40/50 (as you can no doubt tell from the math...) but that just makes my point even more important really. A total of 310 progress is no laughing matter, that's easily 6 dice that we're saving and with our amazing rolls much closer to 12.
The orbital mining bonus will probably apply to 6 stations: GDSS Philadelphia II, GDSS Colombia, GDSS Enterprise ,GDSS Shala,ASAT and OSRCT
 
Enterprise phase three will help us exploit space borne resources which we will get this plan. Past that I think we should start Columbia and Shala.

If each subsequent phase of Enterprise is worth a 5% reduction to progress on space construction then starting any of the other stations before we get all of phases of Enterprise is an awful idea. Even if it's in the "unlocks another project to do to get the reduction" sense like with the shuttlebays.
 
If each subsequent phase of Enterprise is worth a 5% reduction to progress on space construction then starting any of the other stations before we get all of phases of Enterprise is an awful idea. Even if it's in the "unlocks another project to do to get the reduction" sense like with the shuttlebays.

One we don't have a guarantee on that. While Enterprise will probably give progress reductions, we do need to start these projects at some point. Assuming that we use 3-4 dice a turn on Enterprise next phase is 1-2 turns, the next phase is around 3-4 turns on top of that, and our final phase will probably be around 7-8 turns. I understand the urge to do things perfectly but keep in mind perfection is the enemy of good enough.
 
I like to focus on rollouts for the military this turn as I want to resume pushing into the red and yellow zones but like to see our army stronger to support that.
Well yeah, it's just that a lot of the stuff we'd want to roll out for that wasn't on the list.

The Titan rollout should wait for Johannesburg Myomer Macrospinner as that will reduce progress needed and make it easier to rollout in 1 to 2 turns.
Sure fine, but then if we wnat to do anything for the Steel Talons it has to be a development project. The development projects still need doing, it's just a question of what, exactly, we do and in what order. I don't want to be the one telling the Steel Talons "sorry, we didn't send you any funding this quarter because we're only funding DEPLOYMENT projects this turn, oh and we haven't given you any funding to prepare for deployment projects so you've got nothing to deploy, oh except this one project we refuse to start because the factory isn't ready."

I want to give them something to do something with, even if it's not the theoretically optimal thing that provides huge military return on investment in the short terms. Everyone keeps talking about how they're DARPA with teeth, well that means you fund them even if they're not specifically in a position to saddle up and use the shit they're building right this minute.

I agree with most of the plan, might go with one dice on fusion peaker plants, enterprise as our next station and Kure before Boston with the 6th free dice in HI.
Wait, we get a sixth free die? I could see it maybe. On the other hand, I want to start Boston this turn, get us some momentum and make us feel emotionally committed to that project. Kure is great and all, but we're already going to need to spend the bulk of our Heavy Industry dice on other stuff just to get that done and have the basis we need to move forward.

I think one last high military turn before we turn to HI and Boston that includes:
RWS rollout
2 dice on MARV's
2 dice to roll out the new lasers
2 dice for the governor shipyard
2 dice on ablative as it 10R if the next phase is 200 points again
The final dice on any of the above if they cant complete with 2 dice else the final dice goes to Orca Refit Package Development.
This provides nothing to the Steel Talons, which I object to; the Air Force is doing 'decently' and isn't as high a priority as the chronically underfunded Talons and Navy.

Ablative rollout is at least 'something done for Ground Forces' which fits my requirement, but both RWS and Ablatives are likely to be 150+ point projects, so two dice isn't enough to see either rollout done. If you're prioritizing immediate military capacity, you should concentrate your efforts.

We also don't know what if any projects will be available to "roll out the new lasers." All we've got this turn is a prototype, after all. It may well require a separate round of Development projects to turn them into serviceable weapon systems that can be mounted to existing platforms. So, again, you shouldn't count on that as a rollout option.

That's why I'm thinking more in terms of, say...

1 die for security review
3 dice on MARVs (good luck convincing people to vote for 2 MARV dice)
2-3 dice for RWS rollout
2 dice for Governor shipyard
2 dice for something, ANYTHING, Steel Talons connected- if we're waiting on Johannesburg to actually roll out any next-generation mechs, fine, we'll fund their development projects instead.
 
The NA N red zone hub overcompletion should overflow into the other NA red zone hub.

I'd rather invest 2 dice there and 1 in the SA N Y fleet than the inverse.
 
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