[ ] GDSS Shala (Phase 1)
While agriculture on the ground is still capable of sustaining life on earth, Shala, named after the Sumerian goddess of grain and compassion, is aimed at taking this to the skies. While at this point plans are for an entirely experimental station, capable of doing little more than feeding its inhabitants, work done here will be invaluable as the orbits, and eventually other worlds, are colonized. (Progress 0/90: 30 resources per die) (5 Political Support) (Fusion)

[-] Expand Orbital Communications Network (Phase 3)
Without more work done to clean the orbitals, more satellites being deployed would only make the debris problem worse, especially in the lower orbitals where they would be deployed.
(Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion)

Both relatively cheap programs that net us political support, but orbital comms likely require orbital cleanup first. With that in mind we might want to throw a few resources at Shala for a quick injection of poitical support that we can spent on co-ops and unions.

[ ] Professional Sports Programs
With GDI's situation stabilizing rapidly, professional sports programs will provide entertainment and be a significant marker of a return to normalcy. While it will require some work to provide dedicated arenas, and set up systems for recruiting players, the program will prove very politically popular
(Progress 0/250: 10 resources per die) (++ Consumer Goods, - Health, - Labor) (5 Political Support)

Pure. Capitalist. Excess. :V

But seriously, for the amount of resource investment, I just don't see it as a viable project to pursue unless we're all out of other options for building political support.

[ ] Domestic Animal Programs
Pets provide for the mental health and well being of much of the populace. While unpopular for much of the last half century as food supplies have often been scarce, providing pets and pet supplies is something that can be done to both help the many disabled veterans with service animals, and support the broader population.
(Progress 0/200: 10 resources per die) (-- - Food, ++ Consumer Goods) (5 Political Support)

This for instance is a better alternative if we're pressed for political support.

[ ] Stealth Disruptor System Development
While not precisely a general area stealth field disruptor, what has come out is a dedicated multispectral sensor system, capable of effectively breaking through NOD stealth systems out to significant ranges. While it needs a final infusion of funding to bring it to full capability, it should blunt one of NOD's major advantages in the wars to come.
(Progress 0/40: 25 Resources per die)

A big boost to our forces. I'd love to see this deployed on our AWACS.

[ ] Tactical Airborne Laser Development
Lasers are one of the potentially most important developments in air to air combat. A critical problem dating back to the first world war has been deflection shooting, judging the amount of lead to give to ensure that bullets intersect from one moving and maneuvering aircraft to another. However, lasers are one potential means of solving that.
(Progress 0/40: 20 resources per die)

[ ] Quick Maneuver Air to Air Missile Development
The arrival of supermaneuverable NOD aircraft has prompted a new look at air to air missile development. While venerable derivatives of the AIM-9 and AIM-120 have served for decades, neither is perfectly suited to the realities of modern air to air combat. A novel system, built for extreme maneuverability, even at significant costs in range, has been put forward as a proposal for development.
(Progress 0/40: 15 resources per die)

So missiles are expensive and expandable, while lasers last foreveruntill the next maintenance cycle. With that in mind, I would much prefer to build TAL equipped gunships.
In fact, with TAL gunships plus anti-stealth AWACS, we might see a swing from supermaneuverable stealth fighters to the airborne equivalents of naval squadrons.

[ ] Orbital Defense Laser Development
Much like surface forces, lasers are likely to serve important roles in space. GDI needs improved defense systems for both local control and protecting important assets. Lasers, while lacking the power of the Ion Cannon network, can also be effective at much smaller scales.
(Progress 0/40: 20 Resources per Die)

This actually sounds like a really useful thing to have - building on what I said above, I wonder if we invest heavily enough in orbital lasers if we could significatly reduce the airforce numbers we need, instead relying on spotter planes to direct orbital laser fire.

[ ] Expand Union Support
While already better supported than at any previous point in GDI's history, there is more that can be done. While potentially politically unpopular, supporting and shepherding measures to allow unions to operate unimpeded and unharried can mean that workers are more able to advocate for their own purposes.
(DC 90/120/150/180) (-10 Political Support)

[ ] Cooperative Focus
Cooperatives have historically proven to be both more resilient in the face of economic shock, and tend to have less inequality than other companies. By reorienting the grant programs to favor cooperatives over other company structures, the Treasury can fully break from the programs of the past.
(DC 80/100/120) (-10 Political Support)

Mmmmmmmm, yisssssss. This is what I'm here for.
I think we could probably do one of these off the bat, and the second after we recover 10 political support.
 
[-] Tiberium Vein Mines (Phase 1)
With major development of the prospecting expeditions having discovered vast amounts of Tiberium under the surface, fairly conventional underground mines have become a significant proposal. While they will require additional robotic support, especially because it is politically nonviable to have large scale human losses, these will be expensive, but also a major source of income without having to expose GDI assets to the Brotherhood of NOD.
(Progress 0/200: 20 resources per die) (Additional Income Trickle [20-30]) (+1 Yellow Zone Abatement) (- Capital Goods)
Why doesn't this state what is needed to be take this option? Is it more [ ] Tiberium Prospecting Expeditions like the YZ Fortress towns for the Intensifications of YZ mining, or RZ mines for Glaciers? Because if it's robotics, then the only thing I could see on the listed options to take for that is [ ] Johannesburg Personal Robotics Factory, which would be weird if somehow a factory producing Personal Robotics are needed for industrial purposes instead.
 
I think we could probably do one of these off the bat, and the second after we recover 10 political support.

I think they work best as one giant reform package on one turn. A big push that hits the max DC on both at the same time will probably be a more transformative narrative event than passing one, waiting a year, and then passing the other. It'll take us the same amount of time to build up the PS either way, and waiting until we can do them both at once gives us more time to prepare the economic ground too.
 
Finally, a reason to take Personal Pharmaceutical Plants.
Give the people access to ibuprofen again. Headache sufferers around the world will thank you.

Looks like lack of Capital Goods is going to define the last two years of the plan. All the good options seem to need them.
 
Why doesn't this state what is needed to be take this option? Is it more [ ] Tiberium Prospecting Expeditions like the YZ Fortress towns for the Intensifications of YZ mining, or RZ mines for Glaciers? Because if it's robotics, then the only thing I could see on the listed options to take for that is [ ] Johannesburg Personal Robotics Factory, which would be weird if somehow a factory producing Personal Robotics are needed for industrial purposes instead.

As three people screamed at me, we lack capgoods, which is strange, because other projects needing capgoods are not locked.
 
[ ] Heavy Rolling Stock Plants

Despite the best efforts of the engineers, the heavy rolling stock plants have run face first into a series of major problems... Furthering their problems, the production of the actual presses, and other industrial goods required to actually produce has been slow and unusually expensive, meaning that not all of the plants have their full complement of equipment.
Here's a GM signal I didn't notice until now.
[ ] Blue Zone Heavy Industrial Sectors
The Initiative has an ever increasing need for heavy industrial products, ranging from heavy stampings and pressings, to synthetic crystals and tooling.
 
As three people screamed at me, we lack capgoods, which is strange, because other projects needing capgoods are not locked.
The other projects don't immediately begin placing a strain on your capital goods supply. You can go for quite a ways into building a Governor class shipyard, and not actually need the heavy and continuing investment of capital goods materials.
 
Just a thought - none of the Steel Talons projects are pegged as high priority because Steel Talons' trust is literally low enough for them to think that asking Granger would make no difference.
 
[] Plan Cap Goods, PS and Military
Infra 5/5 55R +15
-[] Tidal Power Plants (Phase 2) 0/450 4 dice 40R 0%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R (High Priority)
HI 5/5 70R +18 (-2 for 8/8 due to graduates)
-[] Fusion Peaker Plants 172/240 1 die 20R 66% (High Priority)
-[] Heavy Rolling Stock Plants 171/250 2 dice 20R 96% (High Priority)
-[] Kure Machine Works 0/280 2 dice 30 R 0% (High Priority)
LCI 4/4 + 1 dice 80R +15
-[] Chemical Precursor Plants 36/200 2 dice 30R 34%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100% (High Priority)
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 70R +33 (-2 for 8/8 due to graduates)
-[] Tiberium Prospecting Expeditions (Repeating) 2/200 3 dice 15R 91%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Hewlett-Gardener Method Development 0/40 1 die 30R 100%
Orbital 3/3 +1 dice 75R +15 (4 Fusion dice)
-[] GDSS Shala (Phase 1) 0/90 3 dice 60R 99% (13% for phase 2)
-[] Asteroid Belt Survey Probes 0/90 1 die 15R 41%
Services 4/4 20R +30
-[] Game Development Studios 0/300 4 dice 20R 73%
Military 5/5 + 4 dice 140R +15
-[] Security Review 1 dice
-[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R 72%
-[] Ablat Plating Deployment (phase 2) 38/200 2 dice 20 R 36% (Very High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 3 dice 60R 59% (Very High Priority)
Bureau 3/3 +15
-[] Security Reviews (Military) 2 dice DC 60 +1 Mil dice
-[] Search For A Successor 1 dice
Free 2/6
1 LCI, 1 orbital, 4 Military

540/540
PS 50

Right initial thoughts- and uh we need a lot more income! Because I went way overbudget on my first pass and had to cut actions (like superconductors and chicago) to actual make everything fit.

I tried to fit as many high priority projects in as I could, as well as increase our cap goods to cover govenor rollout and deep tiberium mining and more. Some things were not my first choice but they were cheaper so better fit in. I also went for + PS projects since we have 2 new bureau projects that we will be burning PS for (this pushed me firmly to Shala for orbital. Tiberium was Chicago and the 2 new options but chicago was too expensive so cut it for prospecting, at 5 R per dice it meant I could fit in expensive projects elsewhere and +5 income still helps with higher spending in future turns (let me tell you first draft was over 600 R used). To go with that YZ-5a fleet will add +15 R per turn and some mit plus help lock down YZ-5a area and the RZ 7 North Hub will add another income spot next turn. Due to the progress needed on governor shipyards (and the security review though we need that to keep plan cost down as well) I dropped 3 dice in, if it does not finish we can spend 1 dice next turn to finish it, meanwhile 2 dice on ablat deployment gives phase 2 a chance to finish.

Of note in HI, finishing 2 on going projects (both high priority) and getting good progress into Krue which is cap goods and high priority as well.

Thoughts?

Also Governor rollout be expensive at 20 R per dice, also MARVs will keep us afloat by increasing income.

Edit- given the lead time on Governors coming out of the shipyards I do not feel like we can do less than 3 dice (and probably want to do 3 dice a turn on Governors until we have at least 3 shipyards up and running)
 
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The military sector can easily consume 8-10 dice just feeding the Very High Priority tagged projects, the interdepartmental communications are sure useful but also wow lol the military is still in real bad shape. Silver lining is it makes deciding how specifically to fund the military pretty easy? Just do the Very High Priority projects for the next few turns until they stop screaming so loud.
Not entirely. As I think we definitely want to grab the Steel Talons Rapid Fire Laser development project before the swarms of Governors starts deploying. After all, that means they'll be fitted with the laser point defence from the start, rather than increasing the progress needed to complete PD Refits in the future.

That said, I do agree that Zone Suits, Governors and Ablatives are going to be the focus of our efforts for the next few turns. Likely with one or two additional dice grabbing either a development that synergies with those options, or chipping away at the merely High Priority options.
 
I think they work best as one giant reform package on one turn. A big push that hits the max DC on both at the same time will probably be a more transformative narrative event than passing one, waiting a year, and then passing the other. It'll take us the same amount of time to build up the PS either way, and waiting until we can do them both at once gives us more time to prepare the economic ground too.
I think it'll be far easier to do one and then the other. Waiting for the perfect turn means it'll take a long time to get to them, and delays whatever benefits we could get too.
-[] Asteroid Belt Survey Probes 0/90 1 die 10R 41%
I don't think we can use Fusion Dice on the surveys. Plus we need Enterprise 3 to do space mining proper, not Shala. (Even if Enterprise doesn't give us PS.)
-[] Domestic Animal Programs 0/200 2 dice 20R 30%
We're only going to have +4 food after the breweries finish. We don't want to get too close to 0 food. It's not something worth risking and would make people unhappy if we had to institute rationing again. I thu k it's best to do this as soon as we have a larger food surpluss.
 
I have a question for dice crunchers. Once we catch up on mil tech? Would alternating military and MARV construction be worth IE 5 military dice and 3 MARV. Then 5 MARV and 3 military?
I don't see why this would be qualitatively better than just steadily going for 4 MARV and 4 military dice and only occasionally deviating from that. Also, 3 MARV dice is a good baseline if we can afford to sustain enough free dice for 5+ dice on regular military stuff, because reclamator hubs cost 105 Progress and actual Super MARV fleets cost 210, so that makes it relatively long-term sustainable to be working on one hub and one fleet at a time. It might sometimes be desirable to 'spike' a second hub or something, but three MARV dice is probably the most we can seriously consider going for.

Especially given that the conventional military is already cranky about how much of our dice is going to MARVs. We're only getting a pass on that because of how stupidly many Free dice we're putting into the military, and it's going to become a sore spot in the long run.

Besides, once we catch up on military technology, we'll have better options for tiberium abatement that cost less in the long run than MARVs, so we might as well separate our actions and let Tiberium dice do tiberium and our military do specifically what the military needs to secure our tiberium operations best.

MARVs are a compromise solution and they're good to have, but they're not ideal. We end up spending 315 Progress and ~100 Resources for +15-25 RpT and 3-4 points of mitigation, and we can probably do better elsewhere.

We are NOT behind the ball in military anymore, I have crunched the numbers. In the first 4 year plan, we used 53 Military Dice, and in the second 4 year plan to date we've used 52. In the first 4-year plan, we spent 585 resources on the military. In the second plan to date, we've spent 750 resources, and are rapidly closing in on 21% of all spending for the plan being military. We are closing in on Full War Status military spending, and while we're not in big danger of overheating the economy, it might be wise to moderate our spending and work on other sectors with our free dice-like say, our agriculture backlog, or our megaprojects, or getting our Tiberium Processing upgrades when they come.
Given that Nod still hates us and never actually stopped fighting us, going full war mobilization for several years to push them way the fuck back is not necessarily a bad idea now that we've got the civilian economy up to more or less acceptable levels.

I definitely don't want to throw every single Free die at the military forever, but I also don't want to stop throwing Free dice at the military just yet. Especially if we're still using three-ish Military dice per turn on MARVs, something the rest of the military still grumbles about.

I know a lot of people have already talked to you about exact numbers of military dice, so I will say no more on that in this moment.

That there is demand for new consumer goods does not mean we need to build new factories.

What we are building is not 'factories with specific products'. Specific product types? Sure, but not specific products.

What we are building is 'consumer good production capacity'. So a new videogame comes out, or a different clothing style becomes popular. The top level of the Treasury does not need to care because a dozen or more layers of bureaucracy lower is where the decisions are made as to what clothing factory produces which clothes, or which servers will be dedicated to which games.

If a rating drops, it's because there's an actual increased demand for something, not because there's a changed demand for it.
I think what @armentho meant is that the more consumer goods we produce, the more people will want. Firstly because they will always believe (and not necessarily be wrong) that the option to have nicer living conditions will continue to exist if only they could have this, or that, or the other thing- a car, or a Vroomba-plus personal cleaning robot, or a bigger selection of wardrobe, or clothes made out of comfy smart fabrics, or fancier VR video games, or bigger and more spectacular entertainment of other kinds, or any of a thousand things.

And secondly because right now there are many things our population has spent a decade learning to do without, and as they realize they CAN have those things, at least in principle, they'll miss them and want them to come back.

QM still had us behind the ball on mil and are you including MARV dice in those numbers? As it is the 1st 4 year plan we underfunded the mil department so saying that the dice we used there is the total we should aim for is off.
To be fair to @Vehrec , what he was saying wasn't "we should aim to match the First Four Year Plan." It's "We are already matching our First Four Year Plan's military spending total and we're only halfway into the Second Plan!" It should be noted that if we keep up military dice spending at the rate of the past several quarters, we'll have sunk something like 130 (!!!) dice into the military by the end of the Plan, which is a truly prodigious number even if ~48-ish of those dice are MARV dice. After all, MARVs don't do nothing for military performance, as I understand it; they're still a net plus to overall Nod-crushing efforts once they actually get stood up and operational.

Now, I'm not saying that's actually bad- it would probably force Nod onto the back foot which is nice for other reasons. And, hell, it's Command and Conquer and to me the series has always been, in some sense, about blowing up Noddies. :p

But damn it's a lot. There's a reason that many of the Hawkiest Hawks who've ever Hawked are looking at us and going 'damn, that's actually not bad, didn't think you had it in you' and grunting with manly approval.

As it is NOD is starting to deploy new prototype weapons and we are still working on initial factory rollouts to modernize our forces and have not pushed forward with new weapon systems nearly as much as NOD has.
But I essentially agree with you here, to be very clear. On the other hand, we do have megaprojects (like North Boston, or a lot of the pricier Agriculture options) that would go considerably faster if we were willing to spend some Free dice.

I know Agriculture is kind of the poor relation in our plans, but consider. If we had truly large Food surpluses there would be big advantages. Right now our stored Food capacity is simply NOT enough for us to weather a prolonged global famine. We could roll a surplus into that. Moreover our stored Food capacity is limited in how many Yellow Zoners we can provide food aid to, and food aid is actually important because most Yellow Zoners cannot reliably grow uncontaminated food themselves and the need for food is probably one of the constant strings keeping Yellow Zoners attached to Nod.

Giant surpluses in both Food and Housing would enable us to simply evacuate Yellow Zoners to the Blue Zones, or let them survive in the 'Green Zones' under conditions far superior to typical Yellow Zone ways of life, which would greatly accelerate our efforts to deprive Nod of future recruits.
 
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@Ithillid - the Hydrofoils were designed as a unified coastal system with all three shipyards producing and basing the fleet from, so is there something extra special about finishing the final one and completing it? Similar to the tiberium sonic wall a couple turns ago?
 
refitting the increasingly obsolescent pre-war fleet with marginally better PD is not going to solve nearly as many problems as cranking out those 120 new modern cruisers they've been asking us to get started on for most of the past decade.
You're thinking too small. Sure, the PD refits on the older combat hulls are not that useful. However, these refits do not only impact the combat ships. One of the key things for a navy the size of NOD is UNREP capable ships. They are a very attractive target and also need PD. At the same time, finishing PD refits allows us to use the same tech elsewhere like in out infrastructure just like how the Phalanx which was designed as naval PD became the hard kill component in C-RAM.
So please take the fact that PD refits protects vital resupply ships and also unlocks infrastructure hardening in mind when you are calculating the utility of it.
 
I don't think we can use Fusion Dice on the surveys. Plus we need Enterprise 3 to do space mining proper, not Shala. (Even if Enterprise doesn't give us PS.)

We're only going to have +4 food after the breweries finish. We don't want to get too close to 0 food. It's not something worth risking and would make people unhappy if we had to institute rationing again. I thu k it's best to do this as soon as we have a larger food surpluss.
Yeah I caught that probes do not have the fusion tag on a further pass. And fair point on the food, swapped that out for 4 dice in game dev (covering the +5 for probes). Gives some more consumer goods while at 5 R per dice is very cheap. Also wow do we have expensive projects
 
Frankly this idea that people always want more is just bullshit that capitalism encourages to create profit. People do not in fact want infinite cars, people may not in fact want cars at all given an efficient public transit system.
Maybe not cars specifically, but even under idealized true Workers' Paradise socialism, people aren't going to oppose an improvement in the material conditions of existence.

There's probably a real saturation point somewhere out there in post-scarcity land, but right now GDI is so hilariously far from that as a society that it's not even worth talking about. Even if we attained such paradise conditions for the population, it'd probably be in habitat stations staring awkwardly down at the green glowing rock that once was Earth, and then the new 'luxury' project would be somehow fixing that.
 
[] Plan Chicago, Military, and Capital Goods.

Infra 3/5 45R
-[] Tidal Power Plants (Phase 2) 0/400 1 dice 10R
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 dice 15R (High Priority)
-[] Chicago Planned City (Phase 3) 49/320 1 dice 20R
HI 4/5 55R
-[] Fusion Peaker Plants 172/240 1 die 20R (High Priority)
-[] Heavy Rolling Stock Plants 171/250 2 dice 20R (High Priority)
-[] Kure Machine Works 0/280 1 dice 15R (High Priority)
LCI 3/4 dice 50R
-[] Chemical Precursor Plants 36/200 1 dice 15R
-[] Personal Pharmaceuticals Plants 0/180 1 dice 15R (High Priority)
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R (High Priority)
Agri 3/3 30R
-[] State Operated Breweries 85/125 1 dice 10R
-[] Perennial Aquaponics Bays 278/350 2 dice 20R
Tiberium 5/5 120R
-[] Chicago Planned City (Phase 3) 49/320 2 dice 40R
-[] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R
-[] Hewlett-Gardener Method Development 0/40 1 dice 30R
Orbital 2/3 dice 60R
-[] GDSS Shala (Phase 1) 0/90 2 dice 60R
Services 4/4 20R
-[] Game Development Studios 0/300 4 dice 20R
Military 5/5 + 5 dice 160R
-[] Security Review 1 dice
-[] Reclaimator Hub Red Zone 7-North 49/105 1 dice 20R
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R
-[] Ablat Plating Deployment (phase 2) 38/200 1 dice 10R (Very High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 3 dice 60R (Very High Priority)
-[] Titan Mark 3 Deployment 0/175 3 dice 30R
Bureau 3/3 +15
-[] Security Reviews (Military) 2 dice DC 60 +1 Mil dice
-[] Search For A Successor 1 dice


540/540
 
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Infra 5/5 55R +15
-[] Tidal Power Plants (Phase 2) 0/450 4 dice 40R 0%
-[] Yellow Zone Arcologies (Phase 1) 136/170 1 die 97% 15R (High Priority)
HI 5/5 70R +18 (-2 for 8/8 due to graduates)
-[] Fusion Peaker Plants 172/240 1 die 20R 66% (High Priority)
-[] Heavy Rolling Stock Plants 171/250 2 dice 20R 96% (High Priority)
-[] Kure Machine Works 0/280 2 dice 30 R 0% (High Priority)
LCI 4/4 + 1 dice 80R +15
-[] Chemical Precursor Plants 36/200 2 dice 30R 34%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Myomer Macrospinner (phase 1) 73/90 1 die 20R 100% (High Priority)
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 70R +33 (-2 for 8/8 due to graduates)
-[] Tiberium Prospecting Expeditions (Repeating) 2/200 3 dice 15R 91%
-[] Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
-[] Hewlett-Gardener Method Development 0/40 1 die 30R 100%
Orbital 3/3 +1 dice 75R +15 (4 Fusion dice)
-[] GDSS Shala (Phase 1) 0/90 3 dice 60R 99% (13% for phase 2)
-[] Asteroid Belt Survey Probes 0/90 1 die 15R 41%
Services 4/4 20R +30
-[] Game Development Studios 0/300 4 dice 20R 73%
Military 5/5 + 4 dice 140R +15
-[] Security Review 1 dice
-[] Reclaimator Hub Red Zone 7-North 49/105 1 die 20R 75%
-[] Super MARV Reclaimator Fleet (YZ-5a) 88/210 2 dice 40R 72%
-[] Ablat Plating Deployment (phase 2) 38/200 2 dice 20 R 36% (Very High Priority)
-[] Governor Class Cruiser Shipyards (Hampton Roads) 0/200 3 dice 60R 59% (Very High Priority)
Bureau 3/3 +15
-[] Security Reviews (Military) 2 dice DC 60 +1 Mil dice
-[] Search For A Successor 1 dice
Free 2/6
1 LCI, 1 orbital, 4 Military

540/540
PS 50

Right initial thoughts- and uh we need a lot more income! Because I went way overbudget on my first pass and had to cut actions (like superconductors and chicago) to actual make everything fit.

I tried to fit as many high priority projects in as I could, as well as increase our cap goods to cover govenor rollout and deep tiberium mining and more. Some things were not my first choice but they were cheaper so better fit in. I also went for + PS projects since we have 2 new bureau projects that we will be burning PS for (this pushed me firmly to Shala for orbital. Tiberium was Chicago and the 2 new options but chicago was too expensive so cut it for prospecting, at 5 R per dice it meant I could fit in expensive projects elsewhere and +5 income still helps with higher spending in future turns (let me tell you first draft was over 600 R used). To go with that YZ-5a fleet will add +15 R per turn and some mit plus help lock down YZ-5a area and the RZ 7 North Hub will add another income spot next turn. Due to the progress needed on governor shipyards (and the security review though we need that to keep plan cost down as well) I dropped 3 dice in, if it does not finish we can spend 1 dice next turn to finish it, meanwhile 2 dice on ablat deployment gives phase 2 a chance to finish.

Of note in HI, finishing 2 on going projects (both high priority) and getting good progress into Krue which is cap goods and high priority as well.

Thoughts?

Also Governor rollout be expensive at 20 R per dice, also MARVs will keep us afloat by increasing income.

Edit- given the lead time on Governors coming out of the shipyards I do not feel like we can do less than 3 dice (and probably want to do 3 dice a turn on Governors until we have at least 3 shipyards up and running)
Off the top of my head it'd probably be a good idea to include at least one Steel talon project (personally i'm leaning towards the laser minigun as thats applicable to other parts of the military but realistically they'd likely want Titan deployment or Havoc Development to help with their troops survivability), as Tenchifew mentioned the fact none of them are high priority has a very strong chance of being due to the fact that ST's trust in us/Granger is low enough to be almost non-existent and we really want to alleviate some of that resentment.

Rather than them just going 'oh he did something for us last quarter just to shut us up for a bit, back to being ignored again' and causing relations between us to be even worse.

Other than that i'd really like [ ] Blue Zone Heavy Industrial Sectors to be fit in somewhere as we probably want bulk production of parts to pick up before it becomes a major issue (like with the rolling stock thing driving up costs) but i can see there's not much room for it at the moment.
 
Off the top of my head it'd probably be a good idea to include at least one Steel talon project (personally i'm leaning towards the laser minigun as thats applicable to other parts of the military but realistically they'd likely want Titan deployment or Havoc Development to help with their troops survivability), as Tenchifew mentioned the fact none of them are high priority has a very strong chance of being due to the fact that ST's trust in us/Granger is low enough to be almost non-existent and we really want to alleviate some of that resentment.

Rather than them just going 'oh he did something for us last quarter just to shut us up for a bit, back to being ignored again' and causing relations between us to be even worse.

Other than that i'd really like [ ] Blue Zone Heavy Industrial Sectors to be fit in somewhere as we probably want bulk production of parts to pick up before it becomes a major issue (like with the rolling stock thing driving up costs) but i can see there's not much room for it at the moment.
Ablat is good for all departments and I do not have any dice to move to Steel Talon, Governors have a long lead time to build even once the shipyards finish. Ablat phase 2 is a must do, the same with MARVs both for securing ground and in a we need all the income boosts (because as I mentioned my initial plan was well over 600 R before I started making cuts). I do think Q2 we can do the Steel Talon Laser since 1-3 dice in mil should be freed up (Ablat phase 2 should be 0 or 1 dice Q2, no mil security review frees up another). But we should not be viewing projects done on a quarterly basis because we cant do projects (outside stuff like ablat which most branches use) for each branch each quarter more so when we have ones that need a lot of dice like the Governor Shipyards.

For BZ Heavy- too many high priority projects before we go for that or North Boston, as it is Krue and Rolling will get us some cap goods and both of those are high priority projects.
 
[] Plan Counter The Zeitgeist
Infrastructure: 5/5, 55 R
-[ ] Tidal Power Plants (Phase 2) 4 dice 40 R
-[ ] Yellow Zone Arcologies (Phase 1) 1 die 15 R 97%
Heavy Industry: 7/5, 100 R
-[ ] Fusion Peaker Plants 1 die, 20 R 66%
-[ ] Heavy Rolling Stock Plants 2 dice, 20 R 96%
-[ ] Kure Machine Works: 3 Dice, 60 R 13%
Light and Chemical Industry: 6/4, 115 R
-[ ] Chemical Precursor Plants 3 dice, 45 R 82%
-[ ] Johannesburg Myomer Macrospinner (phase 1) 3 dice, 60 R 100% Phase 1, 12% Phase 2
Agriculture: 3/3, 30R
-[ ] State Operated Breweries 1 dice 10 R 91%
-[ ] Perennial Aquaponics Bays 2 dice 20 R 97%
Tiberium: 5/5 80 R
-[] Tiberium Prospecting Expeditions (Phase 6) 2/200? 2 dice 10R 36%
-[ ] Chicago Planned City (Phase 3) 2 dice, 40 R
-[ ] Hewlett-Gardener Method Development 1 die, 30 R 100%
Orbital 3/3, 50R
-[ ] GDSS Enterprise (Phase 3) 2 dice 40 R
-[ ] Inner System Survey Probes 1 dice 10 R 41%
Services: 4/4, 20R
-[ ] Game Development Studios 4 dice, 20 R 73%
Military: 6/5 60R
-[ ] Reclamator Hub Red Zone 7 North (Progress 49/105) 1 die, 20 R 75%
-[ ] Ablat Plating Deployment (phase 2) 2 dice, 20 R
-[ ] Governor Class Cruisers (Yokohama) 2 die, 40 R
Bureaucracy: 3/3
-[] Security Reviews (Military): 2 dice 99%
-[] Search For A Successor 1 die auto

Total spending, 530 R
 
Perhaps Steel Talon's projects are not a high priority. Because they don't fight Nod directly like other branches of the armed forces. I can understand that many want more Steel Talons projects. And we can do it when the MARV's are finished, they don't need much longer anyway
 
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Perhaps Steel Talon's projects are not a high priority. Because they don't fight Nod directly like other branches of the armed forces. I can understand that many more Steel Talons projects want. And we can do it when the MARV's are finished, they don't need much longer anyway
However they also really really don't like us and are the only part of the military who lack any faith in us and are the gatekeepers behind the shiny tech that our armed forces need. I'd like to see at least one dice a turn just to keep them moving and hopefully prevent relations getting any worse.
 
That there is demand for new consumer goods does not mean we need to build new factories.

What we are building is not 'factories with specific products'. Specific product types? Sure, but not specific products.

What we are building is 'consumer good production capacity'. So a new videogame comes out, or a different clothing style becomes popular. The top level of the Treasury does not need to care because a dozen or more layers of bureaucracy lower is where the decisions are made as to what clothing factory produces which clothes, or which servers will be dedicated to which games.

If a rating drops, it's because there's an actual increased demand for something, not because there's a changed demand for it.

Yes and no

There are situations where consumer goods demand increase

>population growth cause new demand for products as new people enter the age in wich they have disposable income to buy wjat they want

>technical changes in products force change in manifacturing capabilities as well create a new demand for the improved version of the product (new game consoles are more complex to build to factories migth meed some renovations)

>wholly new products migth need wholly new factories to meet demand,best example i can think is fidget spinners,easy to build but because the high demand on the moment you would need to expand logistics and production capabilities for them

And there will be always am ever growing amount of shinies to make life more comfy as tech and industry upgrade

So i dont see a day where we "meet" consumer good demand permanently
 
So i dont see a day where we "meet" consumer good demand permanently
This, pretty much. Consumer Goods will be a constant problem. Not something you can just "solve" and be done with it. However it is a problem that long term will be something that requires a few dice a plan, rather than the kind of shock construction you have been doing.
 
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