We should do Shell Plants (Phase 4) for the next big attack into the yellow zone and Havoc Scout Mech Development to give something to the ST so they dont feel left out
 
Moratorium's up, so...

[X] Plan Granger's Goodbye v2
Infrastructure (5 dice +1 Free)
-[X] Blue Zone Arcologies (Stage 2), 3 dice (45 Resources)
-[X] Mecca/Jeddah/Medina Planned City(Phase 4), 3 dice (60 Resources)
Heavy Industry (5 dice)
-[X] Continuous Cycle Fusion Plants, 5 dice (100 Resources)
Light and Chemical Industry (4 dice)
-[X] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
-[X] Reykjavik Myomer Macrospinner (Phase 1), 1 die (20 Resources)
Agriculture (3 dice)
-[X] Agricultural Support, 1 die (10 Resources)
-[X] Perennial Aquaponics Bays (Stage 2), 2 dice (20 Resources)
Tiberium (5 dice +2 Free)
-[X] Tiberium Stabilizer Deployment, 5 dice (5 Fusion) (100 Resources)
-[X] Medina Planned City, 2 dice (40 Resources)
Orbital (3 dice)
-[X] GDIS Pathfinder, 1 die (30 Resources)
-[X] Orbital Cleanup (Stage 7), 1 die (1 Fusion) (10 Resources)
-[X] Security Reviews
Services (4 dice +2 Free)
-[X] NOD Research Initiatives, 1 die (30 Resources)
-[X] Scrin Research Initiatives, 2 dice (60 Resources)
-[X] Prosthetics Deployment Initiatives (Phase 1), 3 dice (45 Resources)
Military (4 dice +1 Free)
-[X] Wartime Factory Refits, 1 die (20 Resources)
-[X] ASAT Defense System, 3 dice (3 Fusion) (60 Resources)
-[X] Governor Class Cruiser Shipyards (Rosyth), 1 die (20 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (Orbital), 2 dice
-[X] Campaigning For Seo's Appointment, 1 die
--[X] Interdepartmental Favors
--[X] Call in Starbound Favors

Resources Available: 715
Resources Spent: 715
Resources Remaining: 0

Tempted to spend my 2nd Medina Tib die somewhere else, but I can't really think of where that it's not a tiny contribution that we won't be able to sustain post-budget cuts.

[X] Plan Give Them A Hand
[X] Plan End of an Era
[X] Plan Give Them A Hand in Medina
 
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[X] Plan Foundations, Military and Favors
Infra 5/5 85R +15
-[X] Rail Network Construction Campaigns (Phase 1) 83/250 3 dice 45R 81%
-[X] Medina Planned City 244/640 2 dice 40R
HI 5/5 100R +20
-[X] Continuous Fusion Plant (Phase 1) 0/350 5 dice 100R 61%
LCI 4/4 60R +15
-[X] Johannesburg Personal Robotics Factory 0/250 1 dice 15R 0%
-[X] Pharmaceutical Synthesis Centers 69/250 3 dice 45R 72%
Agri 3/3 40R +15
-[X] Agricultural Support 127/150 1 dice 10R 100%
-[X] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 29%
Tiberium 5/5+1 Free 120R +35
-[X] Tiberium Stabilizers 1673/2000 5 dice (5 fusion) 100R 96%
-[X] Medina Planned City 244/640 1 die +2 from infra 20 R
Orbital 3/3 20R +15 (10 Fusion dice)
-[X] Security Review 1 die
-[X] Orbital Cleanup (Stage 7+8) 33/180 2 dice (2 fusion) 20R 99% stage 7, 50% stage 8
Services 4/4 90R +30
-[X] Scrin Research Institutions 0/350 2 dice 60R 0%
-[X] Prosthetics Deployment Initiatives (Phase 1) 0/80 2 dice 30R 100%, 7% for Phase 2
Military 4/4+5 free 155R +12
-[X] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 68%
-[X] ASAT Defense System (Phase 3) 26/225 3 dice (3 fusion) 60R 52%
-[X] Orca Refit Deployment 0/200 3 dice 45R 52%
-[X] Shell Plants (Phase 4) 3/300 1 die 10R
-[X] Governor Class Cruiser Shipyards (Rosyth) 137/185 1 die 20R 80%
Bureau 3/3 +15
-[X] Security Reviews(Orbital) DC55 2 dice+1 orbital 99%
-[X] Campaigning For Seo's Appointment
--[X] Interdepartmental Favors
--[X] Call in Starbound Favors
Free 6/6
-1 tib, 5 free


670/660 + 55 (715 for the turn)

I did a rough draft for next turn and we need a good chunk of resources to recover income and than more to keep projects rolling (for example HI is likely 20R per dice for cap goods and energy). For income recovery- 2 stages of glacier mining and 1 rz harvest (to unlock the 2nd glacier mining) is 200R for 7 dice. It does give 90 to 130 R in income (40 to 60 for each glacier mining phase and 10 to 20 for rz harvesting) which with average rolls would recover a bit under half of what we lost. However current stage of glacier mining is -5 logistics and the next will take that much or more, hence doing rail network this turn to make sure we have the logistics needed (and this way we can downgrade infra dice to tidal power which at 10R per dice lets us stretch our resources further). It is also why I am trying to rollover resources while still hitting needed projects such as stabilizer and military investment

2 dice on Arcology to keep progress rolling as we work on it but also not ignoring the looming problem that is logistics. For logistics I looked at 2 projects- the Rail Network and Integrated Cargo- both are 15R per dice allowing dice to be used on them early next plan without breaking our budget, however cargo costs energy, cap goods and labor all things we need to keep reserved for other projects, rails also kicks in sooner and gives us the logistics we need for a 2nd glacier mining stage to recover income. Thus Rail Network got the tap, put all 3 dice on it as any overflow carries into the next phase and it will help with our logistics now.

Heavy Industry- We need energy since we are so low, so all in on fusion and then next quarter get back to working on cap goods as well.

LCI- try and finish the health project and work on a cheap project that we will want. In this case Robotics Factory is 5R per dice cheaper than the macrospinners and 15R cheaper than superconductor and I am trying to save resource to rollover to next plan. It also provides a point of logistics and crucially does not consumer labor, energy or cap goods- this is why the BZ Light is off my list for good, at -2 cap goods, -2 energy and -6 labor that is not something we can afford on a non critical project. Also while we need health we do not need more health Q4 so no point on overkill for pharma centers, if we have to finish Q1 than that just spreads the energy hits out to better let us bring fusion online.

Agri- 1 dice on agri support to finish that commitment not to mention at 10R it helps save funds. 2 dice on Spider for the cap good production it brings because we need cap goods.

Tib- With logistics needs not enough dice to finish mecca in one turn so dropping that until later next year when we can afford enough infra dice to minimize tib dice. Also means the plan is cheaper and lets us roll over resources to next year. Otherwise make sure Stabilizers finish because we have a mutation roll Q4 so not finishing stabilizers is a huge cost. Not finishing the stabilizers this turn means that all of our future mutation rolls will be 1 turn sooner than they would otherwise which does make a difference in how long we can delay tiberium.

Orbital-2 into cleanup to get resources for the next plan since otherwise we are around 400 or so to start, so this with the savings will put us around 500 at 30% income (more if we take a higher percentage or the cleanup rolls are good)

Services- 2 dice on Scrin to start it for Seo to finish off and 2 dice on the new prosthetics because labor is a major issue and per turn increases are slow so we need time for that to add up which makes doing it sooner a much better choice than later.

Military- 3 dice on ASAT to help secure the tib stabilizers and other space investments, 3 dice on Orca to improve our ground support aircraft, 1 dice on mil factory because we can afford the cap good hit for phase 1 but dont want to risk finishing phase 2 until we get some more cap goods in. 1 dice on the last cruiser shipyard to finish it, finally had 1 free dice so put it on shell factory to start the push to stage 4 since that is consumable project that boosts us the most. Also keep in mind our military needs to secure our expanded mining operations that we are going to start the plan off with so pumping some improvements out Q4 will pay dividends than.

Bureau- Orbital for Security Review as that and service have not been cleared the longest and with the new action need all dice on service this quarter. Also calling in departmental favors to help Seo out.
 
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We should do Shell Plants (Phase 4) for the next big attack into the yellow zone and Havoc Scout Mech Development to give something to the ST so they dont feel left out
Yeah, we should totally do those things (also the Havoc will help ZOCOM since it's a support mech for them).

But this is a really bad time to do that this specific turn.
 
Free Dice 6/6
Fusion Dice 10/10
Resources 700/715, 15 remaining

[X] Plan Quiet Retirement
Infrastructure 5/5 Dice 85 R
-[X] Blue Zone Arcologies (Stage 2) 235/600 (3 Die, 45 R) (3/5.5)
-[X] Medina Planned City 244/640 (2 Dice + 1 Tiberium Dice, 40 R) (3/6 median)
Heavy Industry 5/5 Dice 100 R
-[X] Continuous Cycle Fusion Plants 0/350 (5 Dice, 100 R) (61% chance to finish)
Light and Chemical Industry 4/4 Dice 65 R
-[X] Pharmaceutical Synthesis Centers 69/250 (3 Dice, 45 R) (72% chance to finish)
-[X] Reykjavik Myomer Macrospinner (Phase 1) 0/80 (1 Die, 20 R) (51% chance to finish)
Agriculture 3/3 Dice 40 R
-[X] Agricultural Support 127/150 (1 Die, 10 R) (100% chance to finish)
-[X] Spider Cotton Plantations (Phase 1) 0/170 (2 Die, 30 R) (29% chance to finish)
Tiberium 5/5 Dice + 1 Free Dice 120 R
-[X] Medina Planned City 244/640 (1 Dice, 20 R) (See Infrastructure)
-[X] Tiberium Stabilizers 1673/2000 (5 Fusion Dice, 100 R) (96.42% chance to finish)
Orbital 3/3 Dice 40 R
-[X] GDIS Pathfinder 237/300 (1 Die, 30 R) (68% chance to finish)
-[X] Expand Orbital Communications Network (Phase 3) (1 Fusion Dice, 10 R) (9% chance to finish)
-[X] Security Review (1 Die)
Services 4/4 Dice + 3 Free Dice 150 R
-[X] NOD Research Initiatives 0/160 (1 Die, 30 R) (1/2 median)
-[X] Scrin Research Institutions 0/350 (2 Dice, 60 R) (2/4.5 dice median)
-[X] Advanced Prosthetics Deployment (Phases 1+2) 0/240 (4 Dice, 60 R) (95% chance of Phases 1+2, 15% for Phases 1+2+3)
Military 4/4 Dice + 1 Free Die 100 R
-[X] ASAT Defense System (Phase 3) 26/225 (4 Fusion Dice, 80 R) (87% chance to finish)
-[X] Governor Class Cruiser Shipyards Rosyth 137/185 (1 Die, 20 R) (80% chance to finish)
Bureaucracy 3/3 Dice + 1 Free Die
-[X] Security Review: Orbital (3 Dice)
-[X] Campaigning For Seo's Appointment (1 Die)
--[X] Call in Starbound Favors (-5 PS)
--[X] Call in United Yellow List Favors (-5 PS)
--[X] Interdepartmental Favors (-10 PS)

Infrastructure: Further investment into Blue Zone Arcologies and Medina, not enough to finish but enough to put Seo in a position to wrap things up early in his term.
HI: Fusion investment, as we are down to 4 Energy and will need a lot for various projects.
LCI: Putting enough investment to have a decent chance of finishing Pharmaceuticals and getting that Health boost, also starting Reykjavik. Finishing the Forgotten Agriculture: Support as it is a requirement, and starting some minor investments in Spider Cotton to utilize those dice.
Tiberium: Finishing the Tiberium Stabilizers, and one die to continue progress on Medina.
Orbital: Continuing work on Pathfinder and doing most of the background work in Orbital Coms to allow Seo to finish it at the start of the next plan.
Services: Major investment in getting the Labor trickle from Prosthetics, and doing the background research for Seo to complete NOD and Scrin Techs early next plan.
Military: Major investment in the ASAT to try to finish it with the Stabilizers, and wrapping up the Cruiser Shipyards.
Bureaucracy: Checking the orbitals to keep the Stabilizers safe, and investing in Seo's appointment.

[X] Plan Granger's Goodbye v2
[X] Plan End of an Era
 
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These have been folded into one die's worth of action
Fixed. Hmm, this means that if I took off the Gree die on Bureaucracy and a Free Die from Medina, I'd have 2 dice and 35 resources to use elsewhere if anything comes to mind.
-[X] Spider Cotton Plantations (Phase 1) 0/170 2 dice 30R 29%
I'd greatly prefer this being replaced with Perennials or Kudzu, given the increasingly loud voices demanding caffeine. And since we get max benefit from Perennials if they complete at the start of next turn at latest.

Also, why the dead stop on Medina? That's a major diplomatic commitment that's being left incomplete.
 
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I'd greatly prefer this being replaced with Perennials or Kudzu, given the increasingly loud voices demanding caffeine. And since we get max benefit from Perennials if they complete at the start of next turn at latest.
We need more cap goods though to fill further demands so trying to pick some up where I can. Also my plan for Perennials is to do it next turn (Q1) as a 10R per dice project it will be needed given the resource crunch we will be under. Kudzu is likely a Q3 project once we have rebuilt income.
 
[X] Plan Foundations, Military and Favors

Getting Logistics up is absolutely needed for the start of the next 4-year plan, along with significant Military build up to prepare for the Tiberium mine expansions, and it's the only plan with 6 dice on Stabilizer for almost 100% success.
 
I think there are a lot of things we can do with the extra Free die that would be more productive than putting six dice on the stabilizer as opposed to five. The extra 3.4% or so chance of delaying completion by a single quarter in case of spectacularly bad rolls only matters so much.
 
[X] Plan Foundations, Military and Favors

Getting Logistics up is absolutely needed for the start of the next 4-year plan, along with significant Military build up to prepare for the Tiberium mine expansions, and it's the only plan with 6 dice on Stabilizer for almost 100% success.
Yeah I put together a proto plan for Q1 and Q2 to get a feel for what issues are going to crop up and how much we can stretch resources and logistics was a major one. Not to mention we have been told that we are having logistics issues in certain areas so trying to ease that a bit.

I think there are a lot of things we can do with the extra Free die that would be more productive than putting six dice on the stabilizer as opposed to five. The extra 3.4% or so chance of delaying completion by a single quarter in case of spectacularly bad rolls only matters so much.
Except that a single quarter on tib stabilizers, or more specficialy the difference between this turn (Q4) and next turn (Q1) is massive- because the mutation roll happens this turn and having the stabilizers finish means we are not risking the mutation rolls being a turn earlier for the rest of the game. That and the 25 PS, and finishing the stabilizers as a going away for Granger are nice adds as well.
 
Two reasons. One is that the extra Political Support would help us when it's time to negotiate the terms and conditions of the Third Four Year Plan.

The other is that beginning any really major orbital project this turn versus next turn doesn't make much difference because they're all projects with a lot of dice required to achieve success. Getting +2 Logistics out of Orbital this turn at least does something useful soon, even if it's not immediately super-useful. Commsats are actually a very dice-efficient source of Logistics.

With that said, I suppose I could see doing cleanup instead, it's just that the return on investment for two dice of cleanup is unlikely to be very good: spend 20R and probably only get 20-25R back.

o_O

Hmm, yeah, I'm coming around to that. Will go back and edit.

:( No fair I wanted to make arguments on this topic.

Oh God. Um. First of all, at 30 R/die it would have been grotesquely stupid to roll research institution dice just because "we don't have anything better to do." SO many other things we could do with those Resources.

Second of all, because we don't know exactly when Tib War Four will happen. It could be one year from now. It could be four years from now. And it could easily last for years. Having an extremely useful weapon system become available in the middle of the war could mean the difference between victory and defeat, or at least hasten the end of the war by a year or more.

Imagine if we'd been locked in a deadly war with Nod and then the "long range stealth detectors" tech became available. It'd feel like a gift from Heaven. We'd aggressively roll it out within a matter of a few turns and very possibly turn the tide of the war.

Having new options available can be extremely useful in unforeseen ways, even in wartime.

:wtf: When I make the statement of there was nothing better to do I take it to mean that I had nothing better as an option to do not that it was just me splurging on some trivial thing. What do you think nothing better to do means?

I am very familiar with Arthur C. Clarke's Superiority, but remember that the winning side of all modern wars has also innovated significantly in battle.

Further remember that the failures of the viewpoint civilization in Superiority were not just in trying to invent advanced technologies. They were in building their entire strategy around advanced technologies, repeatedly shutting down their entire military to refit all the ships with advanced technologies, and failing to adequately consider practical implications (the Battle Analyzer needing a dedicated and squishy liner full of technicians to function, the Exponential Field distorting a ship's internal geometry and crippling the fleet's communications and logistics).

It is still beneficial to be working on new technologies during wartime (take as an example the US military's development of VT fuzes during World War Two). New technologies emerging during each of the three Tiberium Wars had a major impact on the conflict.

You just have to not be an idiot about how those technologies are prototyped and deployed.

The shutting down of the military to refit is something we did for the same amount of time when we developed the new generation of missiles, we just didn't do another round of that immediately afterwards which was an option with plasma research. The Battle Analyzer was not designed to fit into the current generation of battleships which is why it needed a dedicated and squishy liner to make it work. It would be like if we did Zone Armor Factories without also developing a transport that can carry Zone Armor troopers. The Exponential Field was a bleeding edge technology that was an attempt at a Hail Mary to save their asses after they started to lose. It would be like us developing Shimmer Shields while losing to Nod and then trying to deploy them without the second stage of development.

The rate of incoming refugees is unlikely to increase much more; we're not actually gaining new territory at the moment. I think we can manage, though I'd be concerned about rying to complete a fourth phase of Prosthetics Deployment. Even three might be pushing it.

We have not peaked yet and Yellow Zone Arcologies mention refugee accommodations as one of their purposes. We can slow roll Prosthetic Deployment over a few turns so long as we build up Health in those turns.

I am not going to give you a revote. What I have done is edited it so that everything you do to support Seo is under a single action as a subvote.

Yes. That is the point, because you voted based on wrong information that I was not around enough to correct.

Oh for fuck's sake. Apparently I'm the one who wrote the plan that understood how you wanted the Political Support to work. Fine. New version of my own plan just in time for voting to start:

[X] Plan In the Eye of the Maelstrom v 4.8
Infrastructure 5/5 Dice 80 Resources
-[X] Blue Zone Arcologies (Stage 2) 235/600 15 Resources per Die, 1 Die = 15 Resources
-[X] Rail Network Construction Campaigns (Phase 1) 83/250 15 Resources per Die, 3 Dice = 45 Resources
-[X] Medina Planned City 244/640 20 Resources per Dice, 1 Die = 20 Resources
Heavy Industry 5/5 Dice 100 Resources
-[X] Continuous Cycle Fusion Plants 0/350 20 Resources per Die, 5 Dice = 100 Resources
Light and Chemical Industry 4/4 Dice 65 Resources
-[X] Pharmaceutical Synthesis Centers 69/250 15 Resources per Die, 3 Dice = 45 Resources
-[X] Reykjavik Myomer Macrospinner 0/80 20 Resources per Die, 1 Die = 20 Resources
Agriculture 3/3 Dice 30 Resources
-[X] Agricultural Support 127/150 10 Resources per Die, 1 Die = 10 Resources
-[X] Yellow Zone Purification Facilities (Phase 2) 12/160 10 Resources per Die, 2 Die = 20 Resources
Tiberium 5/5 Dice + 2 Free Dice 140 Resources
-[X] Medina Planned City 244/640 20 Resources per Die, 2 Die = 40 Resources
-[X] Tiberium Stabilizers 1673/2000 30 Resources per Die 20 Resources per Fusion Die, 5 Fusion Dice = 100
Orbital 3/3 Dice + 1 Free Die 50 Resources
-[X] GDIS Pathfinder 237/300 30 Resources per Die, 1 Die = 30 Resources
-[X] Orbital Cleanup (Stage 7) 33/90 15 Resources per Die 10 Resources per Fusion Die, 2 Fusion Die = 20 Resources
-[X] Security Reviews Orbital 1 Die
Services 4/4 Dice 70 Resources
-[X] Automatic Medical Assistants 0/300 20 Resources per Die, 2 Die = 40 Resources
-[X] Prosthetics Deployment Initiatives (Phase 1) 0/80 15 Resources per Die, 2 Die = 30 Resources
Military 4/4 Dice + 3 Free Dice 155 Resources
-[X] Long Range Sensor System Deployment (Phase 2) 26/300 25 Resources per Die, 3 Dice = 75 Resources
-[X] ASAT Defense System (Phase 3) 26/225 30 Resources per Die 20 Resources per Fusion Die, 3 Fusion Dice = 60 Resources
-[X] Governor Class Cruiser Shipyards Rosyth 137/185 20 Resources per Die, 1 Die = 20 Resources
Bureaucracy 3/3 Dice
-[X] Security Reviews Orbital 2 Die
-[X] Campaigning For Seo's Appointment
--[X] Call in Starbound Favors
--[X] Call in United Yellow List Favors
--[X] Interdepartmental Favors

80+100+65+30+140+50+70+155 = 690/715

Alright this is how my plan works:

- 1 Die on Blue Zone Arcologies to keep some deployment on that, 3 Dice on Rail Network Construction Campaigns to get a Phase of it done, 1 Infrastructure Die and 2 Tiberium Die on Medina so that we can complete it next turn with a small cost
- 5 Dice on Continuous Cycle Fusion Plants to try and get more energy this turn since we need average rolls to complete the first part of it
- 3 Dice on Pharmaceutical Synthesis Centers to complete them and 1 Die on Reykjavik Macrospinner to get started on hardening our resources networks
- 1 Die to complete Agricultural Support and 2 Die on Yellow Zone Purification Facilities because we are experiencing food supply strain because of the refugees
- 5 Dice on Tiberium Stabilizer to get it done
- 1 Die to complete GDIS Pathfinder, 2 Die on Orbital Cleanup for more resources next turn and 1 Free Die for Orbital Security Reviews
- 2 Die on Automatic Medical Assistants because we want more Energy before completing it and 2 Die on Prosthetics Deployment Initiatives to get at least one Phase done
- 3 Dice on Long Range Sensors so they can be finished soon, 3 Dice on ASAT to get Phase 3 done and 1 Die on Rosyth to finish the Governor Shipyards
- 2 Die on Orbital Security Reviews and 1 Die on fully helping Seo get elected.
 
I think there are a lot of things we can do with the extra Free die that would be more productive than putting six dice on the stabilizer as opposed to five. The extra 3.4% or so chance of delaying completion by a single quarter in case of spectacularly bad rolls only matters so much.
Given that the PS goes to Granger, not Seo, and Granger's PS isn't worth much, I actually agree with this now.

Also, the leaving 0 progress done on Medina this turn is completely unacceptable to me. That's a commitment we promised the locals we'd get done, and it's one of the handful of things that slvaged negotiations after disaster. Even if we slowly down progress, we cannot afford to completely halt it, lest people there see it as GDI trying to weasel out of its obligations.
 
Except that a single quarter on tib stabilizers, or more specficialy the difference between this turn (Q4) and next turn (Q1) is massive- because the mutation roll happens this turn and having the stabilizers finish means we are not risking the mutation rolls being a turn earlier for the rest of the game.
Every mutation roll coming exactly one turn earlier for the rest of the game is functionally equivalent to us having one point less mitigation for the rest of the game. It's not nothing, but it' not a big enough danger that I'm going to burn an extra die to avoid a 3.4% chance of it happening.

If that extra die made a THIRTY percent difference in the chance of finishing the stabilizer on schedule, I'd be all for spending it- that's why I'm advocating for five stabilizer dice (96.4% chance) and not four (69.5% chance). But I'm not willing to spend a second extra die to go from 96.4% to 99.9%. It's good enough.

That and the 25 PS, and finishing the stabilizers as a going away for Granger are nice adds as well.
Having the 25 Political Support for Seo to use because the project completes in 2058Q1 might well be even more valuable than having it for Granger given that he's on the way out. Arguably, this advantage actually argues in favor of delay.

But again, we're talking about an incredibly minimal chance of this even happening, so it's kind of beside the point.

o_O

:( No fair I wanted to make arguments on this topic.
I mean, it's still a matter of objective fact that the expected return on investment for this project isn't very impressive. On the other hand, it could make the difference and let us activate a die towards something important, so eh, I can see it either way.

:wtf: When I make the statement of there was nothing better to do I take it to mean that I had nothing better as an option to do not that it was just me splurging on some trivial thing. What do you think nothing better to do means?
In English, the phrase "nothing better to do" implies as a corollary that none of the options are good or especially attractive. And that one is doing this particular thing, not for its own sake, but instead because one must choose something to do.

Furthermore, you yourself argue against 30 R/die expenditures on research, citing Clarke's Superiority over and over. It seemed reasonable to conclude that you didn't think the research was a good idea... which in turn makes the decision to spend 60-90 Resources on it very hard to understand.

The shutting down of the military to refit is something we did for the same amount of time when we developed the new generation of missiles, we just didn't do another round of that immediately afterwards which was an option with plasma research. The Battle Analyzer was not designed to fit into the current generation of battleships which is why it needed a dedicated and squishy liner to make it work. It would be like if we did Zone Armor Factories without also developing a transport that can carry Zone Armor troopers. The Exponential Field was a bleeding edge technology that was an attempt at a Hail Mary to save their asses after they started to lose. It would be like us developing Shimmer Shields while losing to Nod and then trying to deploy them without the second stage of development.
We didn't shut the military down to refit the missile factories. We temporarily interrupted the supply of missiles, but then resumed the supply of missiles- and now missiles are available in greater numbers than before!

This is exactly the kind of time when you shut down military production temporarily to produce greater quantities or higher quality of output. Because there are few immediate or serious consequences to a temporary shutdown right now, but very serious consequences later when the war is actually happening.

When you know war is coming in a few years' time, but importantly probably isn't happening yet... That is exactly when you want to build new military production facilities or revamp old ones.
 
BUDGET:
660 R/turn, +55 in storage
6 Free dice
10 Fusion dice

665/715 Resources spent
6/6 Free Dice allocated
10/10 Fusion Dice allocated

[X] Plan Give Them A Hand
Infrastructure 5/5 85 R
-[X] Blue Zone Arcologies (Stage 2) 235/600 (3 Die, 45 R) (3/5.5 median)
-[X] Medina Planned City 244/640 (2 Dice, 40 R) (expected result, ~550/640, 9% chance to finish with good rolls)
Heavy Industry 5/5 Dice 100 R
-[X] Continuous Cycle Fusion Plants 0/350 (5 Dice, 100 R) (61% chance to finish)
Light and Chemical Industry 4/4 Dice 65 R
-[X] Pharmaceutical Synthesis Centers 69/250 (3 Dice, 45 R) (72% chance to finish)
-[X] Reykjavik Myomer Macrospinner (Phase 1) 0/80 (1 Die, 20 R) (51% chance to finish)
Agriculture 1/3 Dice 10 R
-[X] Agricultural Support 127/150 (1 Die, 10 R) (100% chance to finish)
Tiberium 5/5 Dice + 2 Free Dice 140 R
-[X] Medina Planned City 244/640 (2 Dice, 40 R) (see Infrastructure)
-[X] Tiberium Stabilizers 1673/2000 (5 fusion Dice, 100 R) (96.42% chance to finish)
Orbital 3/3 + 1 Free Dice 50 R
-[X] GDIS Pathfinder 237/300 (1 Die, 30 R) (68% chance to finish)
-[X] Orbital Cleanup (Phase 7+8) (2 fusion Dice, 20 R) (50% chance to finish Stage 8, assured Stage 7)
-[X] Security Review
Services 4/4 Dice + 3 Free Dice 135 R
-[X] NOD Research Initiatives 0/160 (1 Die, 30 R) (1/2 median)
-[X] Scrin Research Institutions 0/350 (2 Dice, 60 R) (2/4.5 dice median)
-[X] Advanced Prosthetics Deployment (Phases 1+2) 0/240 (3 Dice, 45 R) (63% chance of Phases 1+2)
Military 4/4 Dice 80 R
-[X] ASAT Defense System (Phase 3) 26/225 (3 fusion Dice, 60 R) (52% chance to finish)
-[X] Governor Class Cruiser Shipyards Rosyth 137/185 (1 Die, 20 R) (80% chance to finish)
Bureaucracy 3/3 Dice
-[X] Security Review: Orbital (2 Dice)
-[X] Campaigning For Seo's Appointment (1 Die)
--[X] Call in Starbound Favors (-5 PS)
--[X] Call in United Yellow List Favors (-5 PS)

I want Granger to finish with a reasonably 'neutral' PS score, and I don't think appealing to the departmental ministers is necessary- if it turns out that it was even after we reach out to Development and Starbound and UYL, then frankly it just means the legislature wants someone other than Seo so badly that we really ought to show some respect for the decisions of democracy... :p

This plan makes significant arcology progress and significant Medina progress. It gives us a mostly or fully finished ASAT Phase 3, makes major progress on prosthetics and exotic research, and gets us most to the way to the next round of fusion reactors, or all the way.

Also, this plan leaves us with roughly 50 Resources in the bank, to soften the impact of next turn, over and above possible profit (if we're lucky) from orbital cleanup.

The one thing it doesn't specifically do is provide a major Logistics surplus. We're likely to need to push that next turn, but we can push that next turn because we have Logistics options that are relatively cheap per die, and most of our worst and wildest immediate requirements will be taken, and besides, we'll have some Capital Goods slack that can in principle be used to do a round or three of vein mining.
 
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Every mutation roll coming exactly one turn earlier for the rest of the game is functionally equivalent to us having one point less mitigation for the rest of the game. It's not nothing, but it' not a big enough danger that I'm going to burn an extra die to avoid a 3.4% chance of it happening.

If that extra die made a THIRTY percent difference in the chance of finishing the stabilizer on schedule, I'd be all for spending it- that's why I'm advocating for five stabilizer dice (96.4% chance) and not four (69.5% chance). But I'm not willing to spend a second extra die to go from 96.4% to 99.9%. It's good enough.
Are you saying 1 less mitigation overall? Because 1 turn for the rest of the game is more than 1 mitigation total, it buys us multiple turns to find a solution (either TCN or evacuation). As it is I am taking no chances on XCOM dice striking.
 
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