A Basic Analysis of Dice Costs and Income Levels
This post attempts a basic analysis of the rough average R costs of the dice, in order to try and reach an understanding of how much income should be aimed for, in order to keep the dice going. A big reason why I've written this post now, is because the QM has explicitly confirmed (in Discord) that we've caught up in terms of the military. So the expensive tiberium dice are going to start seeing some action, now that the military is in a much better place. The easy 5R Tiberium prospecting dice should be done less often now.
This is you having caught up, and GDI's military being ready to rock and roll.
Since you are going on the offensive, I might as well start actually laying out GDI territory versus where the various warlords are.
This is meant to be a more longer term estimate, by the end of the plan, to see what sort of income level to shoot for, in order to activate the dice in an ideal way. Ideal meaning that we are able to have flexibility to take expensive projects, and not take cheap projects, just for the sake of balancing the budget. If there are good cheap projects along the way, that's great, but not guaranteed.
It is
not meant to be an exhaustive mathematical analysis, someone much better than me at stats can do that. If someone else wishes to attempt that, feel free to use the data in the post to do so.
*Only desirable projects will be listed, subject to my subjective opinion
Infrastructure
- Tidal Plants 10R per die
- BZ Arcologies 15R per die
- YZ Arcologies 15R per die
- Rail Link Reconstruction 15R per die
- Integrated Cargo System 15R per die
- YZ Fortress Towns 20R per die
- Chicago 20R per die
Only one 10R per die project here, many 15R per die. Of the 20R projects, perhaps 1 phase of fortress towns and 2 phases of Chicago by the end of the plan.
I think the average then is roughly 17R per die. 10R Tidal Plants probably wont last much longer, unless the QM is really kind and gives Phase 4 (QM confirmed Phase 3).
17R x 5 dice = 85R
Heavy Industry
- YZ Power Grid 10R per die
- BZPPC 15R per die
- Boston 15R per die
- Kure 15R per die
- Fusion Project 20R per die
- Automated Shipyards 20R per die
This is the category with quite some uncertainty because we know that finishing the Fusion chain will halve the progress needed (QM confirmed), but also up the R cost. So 10R for YZ Power and 15R for BZ Power is my guess at what the increased costs will be. I will feel pretty salty if the BZ Power goes up to 20R, that doesn't really feel like an upgrade then from the lengthy Fusion project chain.
I doubt that the projects that Kure unlock will be cheaper than Kure itself, and a lot of dice here are going to get sucked into Boston and BZPPC (once fusion chain is done) by end of plan. We probably want to do a couple phases of YZ Power too. So overall I think a 16R per die cost seems about fair.
16R x 5 dice = 80R
Light and Chemical Industry
- Chemical Precursor Plants 15R per die
- Personal Pharmaceuticals Plants 15R per die
- Johannesburg Personal Robotics Factory 15R per die
- Chemical Fertilizer Plants 15R per die
- Johannesburg Myomer Macrospinner 20R per die
- Superconductor Foundries 30R per die
Nothing cheaper than 15R. We will toss a whole bunch of dice into Myomers for obvious reasons by the end of plan. Hit superconductors along the way. So 19R per die long term seems about right.
19R x 5 dice = 95R
Agriculture
- Yellow Zone Aquaponics Bays 10R per die
- Yellow Zone Purification Facilities 10R per die
- Vertical Farming 15R per die
- Entari Deployment 20R per die
- Spider Cotton Development 20R per die
We are actually quite close to achieving the food plan goal. Just need YZ Aquaponics, Entari and one other +4 food project. Since Entari took 20R to develop and rollout, im guessing that something similar will happen for Spider Cotton. So overall about 15R per die I think.
15R x 3 dice = 45R
Tiberium
- Intensification of Yellow Zone Harvesting 15R per die
- Tiberium Vein Mines 20R per die
- Chicago Planned City 20R per die
- Yellow Zone Tiberium Harvesting 20R per die
- Red Zone Tiberium Harvesting 25R per die
- Red Zone Containment Lines 25R per die
- Tiberium Glacier Mining 30R per die
Easily the most expensive category. We want to start not doing Tib Prospecting at 5R because its 2-3 dice for 5R which is really trash returns. The cheapest 15R per die option is also locked behind fortress towns which is 20R and needs a lot of military support, so not much of it will be taken by end of plan. We want more RZ mit because theres only 50 right now. 1 or 2 glacier phases by end of plan. Overall, calling it at 25R per die long term.
25R x 5 dice = 125R
Orbital
The easiest category to analyze. On average its 2 dice of 20R for space stations, and 1 dice of 10R for clean up or probes or Com Sats. Only if income surges a really big amount (aka on the last couple of turns before realloc) would it change from average of 50R in total per turn.
Services
- Fashion development houses 10R per die
- Professional Sports Programs 10R per die
- Domestic Animal Programs 10R per die
- Vaccine Development Programs 25R per die
Some uncertainty here because of the big dice bonuses causing really fast project completion and new ones coming in. One thing that QM confirmed (in Discord) is no more 5R projects. Vaccine proves that it's definitely possible to get expensive projects here. 15R per die to play it safe long term, we burn through the 10R projects really fast.
15R x 4 dice = 60R
Military
There's way too many options to list here. I will simply make the observation that the old stuff that we are catching up on / caught up on have been quite a lot of 10R deployment options. The new stuff like lasers, new arty, airforce upgrades have been 15-20R each. We need a whole bunch of govt cruisers and they are 20R each. Long Term, calling it at 17R each because there's some 10R backlog still to work through.
17R x 5 dice = 85R
Free Dice
These are probably going all over the place long term. Military, Orbital, LCI, HI, Infra, even Tib if we can get the R for it. Im just going to take a middle ground estimate of 17R here.
17R x 6 dice = 102R, round up to 105R
Grand Total: 730R
Current Income as of Q2 2056: 545R
Closing Thoughts
This part is where it gets really subjective, and this is strongly my personal opinion. There are 7 turns left before reallocation. It would be a shame not to have at least 2 turns with a full budget to play with. So that means trying to reach 730R by Q2 2057 Results. I'm not sure what people think of that, maybe 'crazy' or 'unrealistic' to try and up income by another 185R in 5 turns. I think with glaciers opening up soon, the military getting strong enough to expand mining, and space mining opening soon (QM confirmed we need Enterprise 3), I don't think that is as unrealistic as it seems. Might even overshoot the target so that we can spam a whole bunch of free dice into SPACEEEE.
I will say though, I'm not particularly interested in having an internet argument about the specifics of the calculations. If you disagree with my rough estimate (and I've said it's a rough estimate), just copy paste the whole post and do your own calculations / estimate.
In any case, Ive spent more than 2 hours thinking and typing up this effortpost. I will peace out for the rest of today. Good day.