Quick plan I threw together to prove that you can, in fact, do a ZOCOM development project this turn while also doing all the other things we want out of Military. Probably could use some cuts somewhere or other, and we probably don't need every Free Dice on Military that badly. But I hope this is a decent example of what we could do and all.

I'm not gonna harp on it too much right now, but we're putting more pressure on ZOCOM this Plan than ever before, and the ambulances are not nearly enough to make up for that. We need to do something for them ASAP given they're our most critical sector of our military (see: our entire economy.) The new [] Backpack Rocket Launcher Development is explicitly an additional way to give ZOCOM the artillery support they've wanted since quest start; that's how badly they want/need something like the Sonic Mobile Artillery.

[] Plan All Into Mil
-[] Infra 4/5 dice 55R
--[] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
--[] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
-[] Heavy Ind 4/4 dice 80R
--[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
--[] Automated Civilian Shipyards 139/250 1 die 20R 21%
-[] L&CI 1/4 dice
--[] Security Review
-[] Agri 0/3 dice
-[] Tiberium 6/6 dice 130R
--[] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
--[] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
--[] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
--[] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
-[] Orb Ind 5/5 dice 75R
--[] GDSS Philadelphia II (Phase 4) 100/715 3 dice 60R (3/9 median)
--[] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
-[] Services 4/4 dice 70R
--[] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
--[] Remedial Education Program Expansions 0/120 1 die 5R 12%
--[] NOD Research Initiatives 124/160 1 die 30R 100%
--[] Scrin Research Institutions 328/350 1 die 30R 100%
-[] Military 6/6 +6 free dice 180R
--[] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[] Shimmer Shield Development 0/60 1 die 20R 74%
--[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
--[] Tube Artillery Deployment 0/200 3 dice 45R 55%
--[] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
--[] Naval Defense Laser Refits (New) 0/330 5 dice 75R 52%
-[] Bureau 3/3 dice
--[] Security Review Light and Chemical Industry DC55 3 dice 99%

590R/590R 6/6 Free Dice
 
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Fine, @BOTcommander, I can take a hint.

[]Plan Reap Nanotubes
-[]Infrastructure 5/6 60R
--[] Tidal Power Plants (Phase 3) 154/300 3 dice 30R 95%
--[] Blue Zone Arcologies (Stage 2) 548/650 2 dice 30R 91%
-[]Heavy Industry 5/5 85R
--[]Tokyo Chip Fabricator (Phase 1) 0/125 3 dice 45R 96%
--[]Automated Civilian Shipyards 139/250 2 dice 40R 80%
-[]Light & Chemical Industry 0/4 0R
-[]Agriculture 0/3 0R
-[]Tiberium 6/6 + 5 210R
--[] Railgun Harvester Factories
---[] Albany 0/70 1 die 10R 70%
---[] Porto 0/70 1 die 10R 70%
---[] Vladivostok 0/70 1 die 10R 70%
---[] Bissau 0/70 1 die 10R 70%
---[] Maputo 0/70 1 die 10R 70%
---[] Dandong 0/70 1 die 10R 70%
--[] Tiberium Glacier Mining (Stage 11+12) 30/360 5 dice 150R 81%
-[]Orbital Industry 5/5+1 95R
--[] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R (4/10)
--[] Expand Orbital Communications Network (Phase 5) 79/135 1 die 10R 69%
--[] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
-[]Services 3/4 65R
--[] NOD Research Initiatives 124/160 1 die 30R 95%
--[] Scrin Research Institutions 160/350 1 die 30R 100%
--[] Remedial Education Program Expansions 0/120 1 die 5R 12% (median 1/2)
-[]Military 6/6 75R
--[]Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[]Naval Defense Laser Refit 0/330 3 dice 45R (median 3/5)
--[]Hydrofoil Shipyards
---[]Busan-Ulsan 69/85 1 die 10R 100%
--[]Security Review 1 die
-[]Bureaucracy 3/3
---[]Lobby For Establishment of Negotiation Corps (New) DC 130 3 dice 15PS 91%

590/590R, 6/6 Free Dice


Only slightly less of a Harvester Rush to grab some goodies along the way.

EDIT: Wait, I just recounted and I can actually still grab all 6 Railgun Harvesters while picking up goodies.
 
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[] Plan Logistics, Tiberium and Expansion
Infra 5/5 60R +21
-[] Tidal Power Plants (Phase 3) 154/300 3 die 30R 95%
-[] Blue Zone Arcologies (Stage 2) 549/650 2 dice 30R 91%
HI 4/4 80R +16
-[] Automated Civilian Shipyards 139/250 3 dice 40R 98%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 1 die 20R
LCI 2/4 20R +11
-[] Security Review 1 die
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160
Agri 2/3 20R +11
-[] Security Review 1 die
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 92%
Tiberium 6/6 135R +24
-[] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
-[] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
-[] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
-[] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
Orbital 5/5 85R +9
-[] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R
-[] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
Services 4/4 70R +16
-[] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
-[] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
-[] NOD Research Initiatives 124/160 1 die 30R 100%
-[] Scrin Research Institutions 328/350 1 die 30R 100%
Military 6/6+2 free 115R +13
-[] Shimmer Shield Development 0/60 1 die 20R 74%
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
-[] Naval Point Defense 0/330 5 dice 75R 52%
-[] Hydrofoil Shipyards 69/85 1 die 10R 100%
Bureau 3/3+4 free +11
-[] Security Reviews (LCI) 2 dice +1 LCI 98%
-[] Security Reviews (Agri) 2 dice +1 Agri 98%
-[] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
Free 6/6
4 bureau, 2 mil
Idle Dice: 3

585/585 + 5 reserve

Hitting key points while also making sure we do not run short on energy or logistics

Right- first without more logistics we will be down to +1 from the next glacier stage so heavy push on shipping yards to fix that and cover the 4th glacier next turn. Next putting some effort into energy because those railgun harvest factories will drain it quickly, combined with the last hydrofoil taking 6 energy by itself. Taking advantage of some low cost projects to have few idle dice (down to 3!) and finishing up the nod and scrin research.

Mil- push PD fairly hard, finish up hydrofoil and work on shimmer shield for station defense plus other use. I am expecting to be able to drop more free dice in the mil category next turn thanks to 40-60 from glacier (98%), 10-20 rz harvest (56%) and 2 railgun factories for +5 each (70% each).

Thoughts?

Edit- bumped up tidal power plants to 3 dice because oh boy do we need power
Hydrofoil -6
Automated shipyard -4 (keeps logistics from being +1)
arcology -2
harvester factory -2 each
Tidal gives +4 to cover that
 
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The military development projects are really ill advised. We don't need more development options right now.
IIRC Shimmershield is a tech dev project. It will not have its own deployment project. AFAIK its a Development project that will be integrated into all applicable future designs and projects.

Plus Shimmershield is the kind of tech that once its developed it'll take time for the military and civilian sectors to figure out what projects will benefit from them. So the sooner we do it the better it'll be.
 
The military development projects are really ill advised. We don't need more development options right now.
Shimmer shield is for a boost to orbital defense mostly, also planning on working in orbital defense lasers next turn so we can include both techs in the next ASAT deployment to guard the stations we are putting a lot of R into via orbital. I am however pushing to finish 2 mil projects and increase income again so we can throw more free dice into mil next turn while still doing LCI and Agri projects
 
The military development projects are really ill advised. We don't need more development options right now.
Shimmer Shields doesn't open up a new development project, but instead affects all the various vehicle deployments and will have effects outside military as well. And I consider basically anything for ZOCOM this turn to be critical else we won't be giving they any new hardware until next year. My plan aims to finish three deployments to make room for the one deployment project it'll open up next turn.
 
Infra 5/5 65R +21
-[] Tidal Power Plants (Phase 3) 154/300 2 die 20R 62%
-[] Blue Zone Arcologies (Stage 2) 549/650 3 dice 45R 99%
HI 4/4 80R +16
-[] Automated Civilian Shipyards 139/250 3 dice 40R 98%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 1 die 20R
LCI 2/4 20R +11
-[] Security Review 1 die
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160
Agri 2/3 30R +11
-[] Perennial Aquaponics Bays (Stage 2) 123/350 1 die 10R
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 92%
Tiberium 6/6 135R +24
-[] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
-[] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
-[] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
-[] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
Orbital 5/5 85R +9
-[] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R
-[] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
Services 4/4 70R +16
-[] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
-[] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
-[] NOD Research Initiatives 124/160 1 die 30R 100%
-[] Scrin Research Institutions 328/350 1 die 30R 100%
Military 6/6+2 free 105R +13
-[] Security Review 1 die
-[] Shimmer Shield Development 0/60 1 die 20R 74%
-[] Naval Point Defense 0/330 5 dice 75R 52%
-[] Hydrofoil Shipyards 69/85 1 die 10R 100%
Bureau 3/3+4 free +11
-[] Security Reviews (LCI) 2 dice +1 LCI 98%
-[] Security Reviews (Mil) 2 dice +1 Mil 98%
-[] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
Free 6/6
4 bureau, 2 mil
Idle Dice: 3

590/585 + 5 reserve

Hitting key points while also making sure we do not run short on energy or logistics
I like it. I'd be tempted to take one die off civilian shipping and one off philadelphia and instert one into orbital communications. That would result in a 80% + 20%*(69%) = 80 + 13% = 93% chance of completing a logistics project this turn. And even if they both fail we should still have one logistics remaining. Is that being too risky?
 
Right- first without more logistics we will be down to +1 from the next glacier stage so heavy push on shipping yards to fix that and cover the 4th glacier next turn. Next putting some effort into energy because those railgun harvest factories will drain it quickly, combined with the last hydrofoil taking 6 energy by itself. Taking advantage of some low cost projects to have few idle dice (down to 3!) and finishing up the nod and scrin research.

Thoughts?
On Logistics, you don't need to rush it this turn, but instead next turn when we'll need it. So it would make sense to cut Automated Civilian Shipyards down to two or even one dice is reasonable.

For the military, the lack of work on deploying the Tube Artillery is troubling, but even worse is not getting something new for ZOCOM when you plan on doing another double-push on Glaciers.
 
[] Plan Logistics, Tiberium and Expansion
Infra 5/5 65R +21
-[] Tidal Power Plants (Phase 3) 154/300 2 die 20R 62%
-[] Blue Zone Arcologies (Stage 2) 549/650 3 dice 45R 99%
HI 4/4 80R +16
-[] Automated Civilian Shipyards 139/250 3 dice 40R 98%
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 1 die 20R
LCI 2/4 20R +11
-[] Security Review 1 die
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160
Agri 2/3 30R +11
-[] Perennial Aquaponics Bays (Stage 2) 123/350 1 die 10R
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 92%
Tiberium 6/6 135R +24
-[] Red Zone Tiberium Harvesting (Stage 11) 46/130 1 dice 25R 56%
-[] Tiberium Glacier Mining (Stage 11) 30/180 3 Dice 90R 96%
-[] Railgun Harvester Factories (Albany) 0/70 1 die 10R 70%
-[] Railgun Harvester Factories (Maputo) 0/70 1 die 10R 70%
Orbital 5/5 85R +9
-[] GDSS Philadelphia II (Phase 4) 100/715 4 dice 80R
-[] Nanotube Hull Panelling Development (New) 0/30 1 die 5R 95%
Services 4/4 70R +16
-[] Green Zone Teacher Colleges (New) 0/200 1 die 5R 0%
-[] Remedial Education Program Expansions (New) 0/120 1 die 5R 12%
-[] NOD Research Initiatives 124/160 1 die 30R 100%
-[] Scrin Research Institutions 328/350 1 die 30R 100%
Military 6/6+2 free 105R +13
-[] Security Review 1 die
-[] Shimmer Shield Development 0/60 1 die 20R 74%
-[] Naval Point Defense 0/330 5 dice 75R 52%
-[] Hydrofoil Shipyards 69/85 1 die 10R 100%
Bureau 3/3+4 free +11
-[] Security Reviews (LCI) 2 dice +1 LCI 98%
-[] Security Reviews (Mil) 2 dice +1 Mil 98%
-[] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
Free 6/6
4 bureau, 2 mil
Idle Dice: 3

590/585 + 5 reserve

Hitting key points while also making sure we do not run short on energy or logistics

Right- first without more logistics we will be down to +1 from the next glacier stage so heavy push on shipping yards to fix that and cover the 4th glacier next turn. Next putting some effort into energy because those railgun harvest factories will drain it quickly, combined with the last hydrofoil taking 6 energy by itself. Taking advantage of some low cost projects to have few idle dice (down to 3!) and finishing up the nod and scrin research.

Thoughts?

I'd switch 3-4 die off Naval Point Defence to Orca Refit Deployment and switch the Green Zone Teacher Colleges to fully focus on Remedial Education Program Expansions. Also, drop Wadmalaw Kudzu Development to focus on Perennials, but that's more a personal choice.
 
[] Plan I Wish I Could Spend More On The Military
Infrastructure 5/5 75R
-[] Blue Zone Arcologies (Stage 2) 2 dice 30R 91%
(Progress 548/650: 15 Resources per Die) (+8 Housing, +4 Consumer Goods, +1 Energy Reserve, -2 Energy) (High Priority)
-[] Rail Network Construction Campaigns (Phase 2) 3 dice 45R 28%
(Progress 15/250: 15 Resources per die) (+4 Logistics)
Heavy Industry 4/4 100R
-[] Continuous Cycle Fusion Plants (Phase 2) 1 die 20R 0%
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
-[] Nuuk Heavy Robotics Foundry (Phase 1) 1 die 20R 0%
(Progress 0/160: 20 resources per die) (-1 Labor)
-[] Automated Civilian Shipyards 2 dice + 1 free die 60R 98%
(Progress 139/250: 20 Resources per die) (+9 Logistics, -1 Capital Goods, -4 Energy)
Light and Chemical Industry 3/4 40R
-[] Reykjavik Myomer Macrospinner (phase 2) 2 dice 40R 32%
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
Agriculture 1/3 20R
-[] Wadmalaw Kudzu Development 1 die 20R 92%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium /6 140R
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R 91%
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Tiberium Glacier Mining (Stage 11) 3 dice 90R 96%
(Progress 30/180: 30 resources per die) (-3 Logistics) (additional income trickle [40-60 Resources]) (1 point of Red Zone Mitigation) (1 Stage available)
Orbital 5/5 95R
-[] GDSS Philadelphia II (Phase 4) 4 dice 80R 0%
(Progress 102/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
-[] Nanotube Hull Panelling Development 1 die 5R 95%
(Progress 0/30: 5 resources per die)
-[] Expand Orbital Communications Network (Phase 4) 1 free die 10R 69%
(Progress 79/135: 10 resources per die) (+2 Logistics) (10 Political Support)
Services 3/4 40R
-[] Green Zone Teacher Colleges 1 die 5R 0%
(Progress 0/200: 5 resources per die)
-[] Remedial Education Program Expansions 1 die 5R 12%
(Progress 0/120: 5 resources per die)
-[] Scrin Research Institutions 1 die 30R 100%
(Progress 328/350: 30 resources per die)
Military 6/6 80R
-[] Wartime Factory Refits (Phase 2) 1 die 20R 91%
(Progress 52/90: 20 resources per die) (-3 Capital Goods)
-[] Shimmer Shield Development 1 die 20R 74%
(0/60: 20 resources per die)
-[] Tube Artillery Deployment 1 die 15R 0%
(Progress 0/200: 15 resources per die)-[] Hydrofoil Shipyards
--[] Busan-Ulsan Combined Port 1 die 10R 100%
(Progress 69/85: 10 resources per die) (-6 Energy, -2 Labor)
-[] Naval Defense Laser Refit 1 die R 0%
(Progress 0/330: 15 resources per die)
Bureaucracy /3
-[] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 2 dice 99%
(DC 55 + 1 operations die)
-[] Lobby For Establishment of Negotiation Corps 1 die + 3 free dice 20PS 99%
(DC 100/120/130) (-5 Political Support per die)
Free Dice 5/6
Resources Income 585/585 Reserve 5/5
 
I like it. I'd be tempted to take one die off civilian shipping and one off philadelphia and instert one into orbital communications. That would result in a 80% + 20%*(69%) = 80 + 13% = 93% chance of completing a logistics project this turn. And even if they both fail we should still have one logistics remaining. Is that being too risky?
We need the logistics from civilian shipping this turn to avoid having a +1 buffer which with sabotage could go negative. Also not slowing down Philly work because that is a boost to our capability to progress and we want to hit stage 5 as well on that. +1 logistics means we have issues and any sabotage/pirate raids puts us in the negatives

On Logistics, you don't need to rush it this turn, but instead next turn when we'll need it. So it would make sense to cut Automated Civilian Shipyards down to two or even one dice is reasonable.

For the military, the lack of work on deploying the Tube Artillery is troubling, but even worse is not getting something new for ZOCOM when you plan on doing another double-push on Glaciers.
+1 logistics is not an acceptable amount so need the civilian shipyard online. Mil will get more resources next turn when the glacier comes online to provide a bunch. I am not double pushing glaciers though I am only aiming for 1 glacier stage this turn. Hmm I could cut mil review for sonic art dev since that is 10R, would that work for you?

I'd switch 3-4 die off Naval Point Defence to Orca Refit Deployment and switch the Green Zone Teacher Colleges to fully focus on Remedial Education Program Expansions. Also, drop Wadmalaw Kudzu Development to focus on Perennials, but that's more a personal choice.
Remedial has a chance to finish with 1 die, if not we can drop another die next turn. For Orca- I want to wait until Q4 when I can hopefully package some cap good work as well to offset that and the next mil factory refit.
 
Spaceplaaan

[] Plan I will get off this rock and take you with me
-[] Infra 4/5 dice 55R
--[] Tidal Power Plants (Phase 3) 154/300 1 die 10R (1/2 median)
--[] Blue Zone Arcologies (Stage 2) 548/650 3 dice 45R 99% (3/10 median Stage 3)
-[] Heavy Ind 4/4 dice 80R
--[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
--[] Automated Civilian Shipyards 139/250 1 die 20R 21%
-[] L&CI 0/4 dice
-[] Agri 0/3 dice
-[] Tiberium 6/6 dice 130R
--[] Red Zone Tiberium Harvesting (Stage 11) 46/130 2 dice 50R 98% (13% Stage 12)
--[] Tiberium Glacier Mining (Stage 11) 30/180 2 dice 60R 63%
--[] Railgun Harvester Factories Albany 0/70 1 die 10R 70%
--[] Railgun Harvester Factories Porto 0/70 1 die 10R 70%
-[] Orb Ind 5/5+6 dice 75R
--[] GDSS Philadelphia II (Phase 4) 100/715 8 dice 160R
--[] Nanotube Hull Panelling Development 0/30 1 die 5R 95%
--[] Expand Orbital Communications Network (Phase 5) 79/135 2 dice 20R
-[] Services 4/4 dice 70R
--[] Green Zone Teacher Colleges 0/200 1 die 5R (1/3 median)
--[] Remedial Education Program Expansions 0/120 1 die 5R 12%
--[] NOD Research Initiatives 124/160 1 die 30R 100%
--[] Scrin Research Institutions 328/350 1 die 30R 100%
-[] Military 6/6 free dice 180R
--[] Shimmer Shield Development 0/60 1 die 20R 74%
--[] Backpack Rocket Launcher Development (New) 1 die 10R
--[] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
--[] Naval Defense Laser Refits (New) 0/330 3 dice 30R
--[] Bureau 3/3 dice
-[] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
590R/590R 6/6 Free Dice
 
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The new railgun harvester factories are in Blue Zones 2 (East US/Canada), 5 (Portugal), 13 (West Africa), 19 (Mozambique), and Blue Zone 7 (Korea) gets two. Though funnily enough the factories aren't even in Korea. They're just across the Korean border in Russia and China.

Portugal and Mozambique finally getting some love from factories.
 
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TBH, it looks like I'm going to be a single issue voter this turn. So I will vote for your plan if you do that.
Already made the change, had to drop perennial to free up the R but kept agri fairly busy by swapping security review over to that.

I think I am keeping enough logistics and power buffer- and next turn plan to slam all 4 HI dice into power along with 1 this turn to give us a cushion. The new myomer factory in LCI meanwhile will get us some cap good next turn to help offset cap good use (1 die this turn and up to 4 next turn depending on how resource increases work out).
 
Shimmer Shields doesn't open up a new development project, but instead affects all the various vehicle deployments and will have effects outside military as well. And I consider basically anything for ZOCOM this turn to be critical else we won't be giving they any new hardware until next year. My plan aims to finish three deployments to make room for the one deployment project it'll open up next turn.
Given that Wartime Factory Refits 2 specifically lists Zone Armor Factories among its beneficiaries, should we not prioritize that over developing Sonic Artillery if we want to relieve the pressure on ZOCOM?

Since it seems likely that we won't be done rolling it out until next year whatever we did.
[ ] Wartime Factory Refits (Phase 2)
The second phase of refits includes a number of the critical new developments pushed forward by the Global Defense Initiative in the aftermath of the Third Tiberium War. Systems like the Apollo, Zone Armor Factories, and similar need refits promptly, and will significantly increase GDI's ability to absorb losses in those areas.
(Progress 52/90: 20 resources per die) (-3 Capital Goods)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)
 
Plan based off Simon_Jester's earlier one.

[] Plan Heavy Income with Factory Refit (for ZOCOM)
Infrastructure 5/5 Dice 50 R
-[] Blue Zone Arcologies (Stage 2) 548/650 (2 dice, 30 R) (91% chance)
-[] Tidal Power Plants (Phase 3) (2 dice, 20 R) 154/300 (60% chance, if no degradation)
Heavy Industry 3/5 Dice 40 R
-[] Automated Civilian Shipyards 139/250 (2 Dice, 40 R) (80% chance)
Light and Chemical Industry 3/4 Dice 40 R
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 (2 dice, 40 R) (0% chance)
-[] Security Review
Agriculture 0/3 Dice 0 R
Tiberium 6/6 Dice + 2 Free Die 210 R
-[] Red Zone Tiberium Harvesting (Stage 11) 46/130 (2 Dice, 50 R) (98% chance)
-[] Tiberium Glacier Mining (Stage 11) 30/180 (5 Dice, 150 R) (81% chance of two stages)
-[] Albany 0/70 (1 die, 10 R) (70% chance)
Orbital 5/5 Dice + 0 Free Die 80 R
-[] GDSS Philadelphia II (Phase 4) 100/715 (3 dice, 60 R) (3/9.5 median)
-[] Expand Orbital Communications Network (Phase 5) 79/135 (2 die, 20R) (95% chance)
Services 3/4 Dice 65 R
-[] NOD Research Initiatives 124/160 (1 die, 30 R) (100% chance)
-[] Scrin Research Institutions 328/350 (1 die, 30 R) (100% chance)
Military 6/6 Dice + 1 Free Dice 105 R
-[] Shimmer Shield Development 0/60 (1 die, 20 R) (73% chance)
-[] Hydrofoil Shipyards 69/85 (1 die 10 R) (100% chance)
-[] Naval Point Defense 0/330 3 dice 45R
-[] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 94%
-[] Security Review
Bureaucracy 3/3 + 1 Free Die
-[] Military Review (2 dice)
-[] Light Industry Review (2 dice)

585/585 R, 6/6 Free Dice

Word from QM is that phase 2 of wartime factory refits will boost ZOCOM's factories. Will give them the ability to raise a few more battalions. So a quick 1 die in the factories will help in the short term. Also the reason for going Johannesburg for cap goods is because we'll have a lot of ZOCOM armour to go through eventually so I want that discount.

I think income is our biggest problem right now so I do want to focus on double glacier.
 
-[] Heavy Ind 4/4 dice 80R
--[] Continuous Cycle Fusion Plant (Phase 2) 22/300 3 dice 60R 11%
--[] Automated Civilian Shipyards 139/250 1 die 20R 21%
I think it would probably be better to go for 2 dice to complete Automated Civilian Shipyards - keeping a good cushion of Logistics in case of NOD interference seems like a good idea, and even though 80% is a bit of overkill, that die is likely to be needed to complete.
Otherwise, I like it.
 
Given that Wartime Factory Refits 2 specifically lists Zone Armor Factories among its beneficiaries, should we not prioritize that over developing Sonic Artillery if we want to relieve the pressure on ZOCOM?

Since it seems likely that we won't be done rolling it out until next year whatever we did.
It also runs our cap good surplus low, I would want to be doing some cap good production offset and keep a buffer in case of sabotage- plus we have been told there are benefits to running a surplus and have seen in the past that a small surplus in the +1 to +3 range still has issues even if things overall are good. I do anticipate dropping a die in it next turn because between this and next we should get 1 or 2 phases of the new macrospinner up to mitigate the cap good cost.
 
[ ] Railgun Harvester Factories (New)
Huh, shiny. I supported these, but I'm still surprised how good they are, with a 70% chance of paying themselves off in two quarters. Hoping for one a turn.
[ ] Naval Defense Laser Refits (New)
Surprised that Naval Defense Laser Refit isn't high priority. Maybe the Navy doesn't expect to have another pitched battle for a while, while the Pirate Queen rebuilts her forces?
[ ] Lobby For Establishment of Negotiation Corps (New)
On one hand, YES. But did GDI really not have an actual Department of State? You would think that given their descent from the UN, they would at least have institutional experience with negotiation, if only from having to balance the demands of the different old world governments during their absorptions. Was the us-vs-them divide between GDI and NOD controlled countries really that all-defining that negotiating with neutral countries was a complete non-factor?
 
-[] Military 6/6 +4 free dice 155R
--[] Wartime Factory Refits (Phase 2) 52/90 1 die 20R 91%
--[] Shimmer Shield Development 0/60 1 die 20R 74%
--[] Orca Refit Deployment 0/200 2 dice 30R 9%
--[] Hydrofoil Shipyards (Busan-Ulsan) 69/85 1 die 10R 100%
--[] Naval Defense Laser Refits (New) 0/330 5 dice 75R 52%
-[] Bureau 3/3 dice + 2 Free Dice
--[] Lobby For Establishment of Negotiation Corps (New) 3 dice 91%
--[] Security Review Light and Chemical Industry DC55 2 dice 99%

I'm not sure how I feel about the rest of the plan, but I feel very strongly about these particular categories.

Military
We need the naval defense laser refits sooner rather than later. We just saw that our navy is technologically incapable of defending themselves against a determined NOD attack. Furthermore, fixed defense lasers are gated behind the navy, and we are going to want to get those fixed defenses up ASAP to protect our tiberium processing facilities from NOD missile attacks. I personally believe that five dice is more likely to minimize the total number of dice and resources that we spend between Q3 and Q4 on the project, but I'd be fine with four as well.

The Orca refits may not be the most specialized investment, but it is one where we know will help all of our forces, including the navy and ZOCOM. Hence the Very High priority tag it is carrying. By investing two dice this turn, we make it very likely that we'll complete it in either Q3 (9%) or Q4(54-88%).

The last deployment, wartime factory refits, will improve the strength, confidence, and readiness of both our airforces and ZOCOM. At a 91% chance of completion with a single die, I think it is well worth pursuing.

We want shimmer shields so that we can start looking into deploying other vehicle platforms, such as the Havoc or the Zone Sonic Artillery. I'll also note that the Steel Talons are interested in developing novel weapons and defenses, so this should technically count as throwing them a bone for this turn.

Bureaucracy
The sooner that we have a professional negotiation corp, the sooner that we can start flipping and negotiating cease fires with neutrals and minor NOD warlords. This will allow us to more easily secure strategic locations, save troops that would have otherwise died, and preserve equipment for offenses against NOD forces that we were unable to negotiate with.

I believe that on net that this series of investments will represent a greater increase in both the military and ZOCOM's ability and resilience by the end of Q4 than any other investment of military and free dice.
 
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