Most of the time, by this point in the second day of voting, I am comfortable enough that one plan is the victor to move up the voting time by a few hours for our Euros. But this time around it is just within a couple of votes and I need to run it out to the bitter end.
 
Plan Heavy Income with Factory Refit (for ZOCOM) has been updated with Hull Panelling and Remedial Education as I haven't seen any objections. (Actually edited a few hours ago, but posting now for the record.)
While i didn't see any objections. i didn't see any support either. So here's my support for the change.

Hopefully next turns plan will include Havok's and Orca's. I'm really hoping that the Havok's will convince the Talons to retire the woefully obsolete Wolverines.

Peace through power Bother.
 
A tiny bit of Yellow/Green Zone gain on the Blue Zone (only 0.03%), but a very low RZ Spread means a lot more ground reclaimed from the Red Zone. 0.47% without counting any theoretical Abatement gains from this turn.
 
First time the Blue Zone has shrunk in a while I think. Though only by .03%. Still doable. But that's a nice reduction in the Red Zones.

Kinda of a shame that good Red Zone rolls sort of help NOD out more than us. But doing nothing isn't an option with Tiberium.
 
Any RED Zone Reduction is a godsend in the long run. The fact that RED Zones can be recovered at all is a miracle in itself. Blue's Shrinking by contrast is a more political concern as it means that the ZONE legislation gets more tangled the more they shift.
 
[X] Plan Heavy Income with Factory Refit (for ZOCOM)

I was being stubborn and sticking to the plan with 8 dice on Philly, but at this point with just a few hours left and the vote being narrowed down to just two plans I guess this is the one I like more. 4 Philly dice is better than 3 even if I'd prefer more, and more glaciers to pay for more Philly dice in later turns does it for me.
 
I haven't followed the extensive discussion too closely, but I think the idea is to get more resource income up front so we have more money to spend later.
Yes, but we were even more income strapped last turn and chose not to push heavy on income which would have benefit us this and future turns. So my question is what makes a larger income increase this turn more important than doing it the previous turn? (Not asking about the first quarter because first quarter we did a large income push)
 
Yes, but we were even more income strapped last turn and chose not to push heavy on income which would have benefit us this and future turns. So my question is what makes a larger income increase this turn more important than doing it the previous turn? (Not asking about the first quarter because first quarter we did a large income push)

No idea. I briefly saw some mention of "pet projects" and "shinies", so I'm guessing that the long-term goal of increasing income up front got lost briefly in the brownian motion that is quest voting.
 
Yes, but we were even more income strapped last turn and chose not to push heavy on income which would have benefit us this and future turns. So my question is what makes a larger income increase this turn more important than doing it the previous turn? (Not asking about the first quarter because first quarter we did a large income push)
Thats not accurate.
Last turn, Mad Science is Mad Expensive spent about 175R on Tiberium, a little over 33% of the budget.
[X] Plan Mad Science is Mad Expensive
-[X]Infrastructure (5 dice) 60 Resources
--[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources) 0%
--[X] Blue Zone Apartment Complexes (Phase 1), 3 dice (30 Resources) 90%
-[X]Heavy Industry (5 dice) 60 Resources
--[X] Automated Civilian Shipyards, 3 dice (60 Resources) 23%
-[X]Light and Chemical Industry (4 dice) 0 Resources
-[X]Agriculture (3 dic
e) 0 Resources
-[X]Tiberium (6 dice + 1 Free) 175 Resources
--[X] Red Zone Tiberium Harvesting (Stage 10), 3 dice (75 Resources) 99%
--[X] Tiberium Glacier Mining (Stage 10), 3 dice (90 Resources) 93%
--[X] Railgun Harvester Development, 1 die (10 Resources) 100%
-[X]Orbital (4 dice) 50 Resources
--[X] GDSS Philadelphia II (Phase 4), 1 die (20 Resources)
--[X] Expand Orbital Communications Network (Phase 4), 3 dice (30 Resources) 88%
-[X]Services (4 dice) 90 Resources
--[X] NOD Research Initiatives, 1 die (30 Resources) 76%
--[X] Scrin Research Institutions, 2 dice (60 Resources) 22%
--[X] Security Review, 1 die (unrolled)
-[X]Military (6 dice) 75 Resources
--[X] Wartime Factory Refits (Phase 1), 1 die (20 Resources) 68%
--[X] Ferro Aluminum Armor Testing, 1 die (5 Resources) 98%
--[X] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney), 1 die (10 Resources) 97%
--[X] Tube Artillery Development, 1 die (15 Resources) 93%
--[X] Hydrofoil Shipyards (Busan-Ulsan), 1 die (10 Resources) 43%
--[X] Naval Defense Lasers, 1 die (15 Resources) 68%
-[X]Bureaucracy (3 dice + 5 Free)
--[X] Security Reviews (Services), 2 dice 98%
--[X] Focus Reallocation
---[X] Tiberium
---[X] Orbital
---[X] Services
--[X] Yellow Zone Qualifications Initiatives, 4 dice 97%
--[X] Private Industrial Automation, 1 die (unrolled)
-[X]Total cost: 510 Resources, 5 reserved
Essentially everything we could spend then, IIRC.

EDiT
For comparison,
All into Mil is spending 130R on Tiberium, which is 22% of 590
Heavy Income is spending 210R on Tiberium, which is 35% of 590
 
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Yes, but we were even more income strapped last turn and chose not to push heavy on income which would have benefit us this and future turns. So my question is what makes a larger income increase this turn more important than doing it the previous turn? (Not asking about the first quarter because first quarter we did a large income push)
I don't think it was less important last turn. Rather, I think that while the importance was even stronger at the earlier part of the plan, there was probably less people that choose to read the arguments and agree with the reasoning. That or the arguments made this time were more persuasive than the ones attempted before.

But if I had to give more reasons, it might also be because people are finally seeing just how even with the initial push of Glaciers, that there is STILL that much unused dices left due to insufficient funds, and how the current rate of income growth is just too slow to properly activate all dices and achieve maximal potential effort and effect for the Treasury as a whole.

Then again, that might be just me being overly optimistic, so who really knows.
 
Last turn was trying to get NOD/Scrin techs out the door (~20-25% of completing neither), or at least to get within easy completion distance in Q3.
 
I think that last turn people got sold on trying to get nod and scrin tech and now that we're ganranteed to have them this turn we went back to trying to get as much money as possible
 
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