So, looks like we found a bunch of asteroids not worth exploiting, but also a few that very likely are. (Two 7-of-7 results, and 3 4s on the d4s.)
Time to get automated asteroid mining setups, maybe? Nice that we got the EVA and Reactor developments finished, if so.
 
By Q3 next year, both our Tib and Infra bonuses will be >30, assuming Philly 5 is done.
We will have 20 applicable dice: 7 Tiberium, 6 Infrastructure, 7 Free.
It requires 25 dice to finish with average rolls.That means either

OPTION A
(6 Infra + 7 Tib) = 13 dice/ turn for two turns

OR

OPTION B
7 Tiberium+ 6 Infrastructure+7 Free = 20 dice Turn 1
5 more dice Turn 2

Either way, six months.
Hm. That's... not SO bad. I could see hulking out on that, though I'd want to slam out some aggressive vein mining in 2059Q1 and Q2 to crank up our budget a bit higher so we can sustain that much 20/die spending without it being a problem elsewhere.

My current concern about this bold plan is that Planned Cities were explicitly named as putting strains on ZOCOM, and as of the end of this turn we have already taken away all the slack they had with our aggressive mining operations in the Red Zone.

I would like to have some assurances/clarifications, like:

1) How does building MARV Fleets impact ZOCOM? Does it put strain on them or does it relieve them?
2) What would we need to build for ZOCOM for them to estimate this project being within their abilities?
3) What do other branches of the military think about this bold plan?
Well, the good news is, we're planning this for a year from now, so we're in a position to make things better for ZOCOM between then and now.

I think I'm quite interested in the Possibilities that could come from the ETI treatment. I'd be quite interested in getting this researched before Tiberium Mutates or a 4th Tiberium War kicks off. I think it pairs nice with our heavy investment into Military Operations in Theatres choked to the brim with Tiberium. We're going to have allot of boys coming home with Tib Lung. Politically, If the Injection Works - I think it couldn't hurt to have a potential cure in our back pocket if we need to try and sway disaffected populations deep into the Yellow Zones and their officials further away from NOD. It's a gamble but I think it fits our new Head of Treasury style perfectly.

And if the loss of Political Favour is an issue we could pump Dice into the Animal Programs.
Hm. My "Plan WELP" might well be adapted for that purpose, because I've got EVA research going on (which can be swapped out for other things), and because it doesn't specifically plan to burn Political Support on liquid tiberium research.

Meme Plan to get yet another Glacier Mine next turn...

-[] Infra 5/5 dice 75R
--[] Rail Network Construction Campaigns (Phase 2) 15/275 5 dice 75R 97%
Y'know, I'm not sure we need that specific phase of railroads that badly. Even within the context of the meme plan it might be best to invest the dice in Integrated Cargo System in preparation for future glacier mining. :p

-[] Tiberium 6/6 +3 free dice 285R
--[] Red Zone Tiberium Harvesting (Stage 12) 29/130 3 dice 75R 99% (Stage 13 58%)
--[] Tiberium Glacier Mining (Stage 13) 38/180 2 dice 60R 72%
--[] Tiberium Processing Plants (Stage 1) 0/200 4 dice 120R 98% (Stage 2 4%)
And this is the part that really makes this meme plan a killer- the need to be sure of slamming out a phase of Red Zone Harvesting and the processing plants alongside the glacier mine itself. Doing either of those isn't much of a strain on our dice (though ZOCOM may feel differently), but doing both is what forces us to dump three Free dice and 285 R into the plan.

-[] Military 6/6 90R
--[] Sonic Artillery ??? 3 dice 45R?
--[] Naval Defense Laser Refits 121/330 3 dice 45R 50%
That reminds me, have you heard anything about the likely costs of the sonic artillery rollout? I'm expecting something more expensive than the ZEMEV rollout simply because the technology is more ambitious, but it might not actually involve much more dice progress because the only people using the things are ZOCOM, and ZOCOM won't need that many sonic cannon vehicles to fully equip their forces. They don't have that many forces to begin with, after all.

Hmm...

This plan is starting to look a lot like yours, just tinkered with around the edges.
Well, you did start with a plan broadly the same as mine, just slightly more extensively tinkered.

Regarding LCI Security Review, we just did that last quarter.
Huh. I'll be sure to update that then (will go back and edit my most recent post with the updated plan draft)

On that note - the threadmarked Probability Array has had next turn's dice bonuses applied since yesterday. And if you're referencing the Array, it's best to use the threadmarked version as that's the where I put all my edits in between turns.

But since I'm on that topic, I might as well do this:
Okay then. Modifying my draft plan.

BUDGET:
710 R
6 Free dice

710/710 Resources spent
6/6 Free Dice allocated

[] Plan Draft WELP

Infrastructure 5/5 Dice 70 R
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/11 median)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)

Heavy Industry 4/4 Dice + 2 Free Dice 120 R
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)

Light and Chemical Industry 2/4 Dice 40 R
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)

Agriculture 2/3 Dice 20 R
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (93% chance)
-[] Security Review

Tiberium 6/6 Dice 150 R
-[] Tiberium Processing Plants (Stage 1) 0/200 (3 Dice, 90 R) (79% chance)
-[] Tiberium Vein Mines (Stage 1) 0/200 (3 Dice, 60 R) (79% chance)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[] GDSS Philadelphia II (Phase 4) 362/715 (7 dice, 140 R) (94% chance, median ~100/1430 on next phase)

Services 4/4 Dice 50 R
-[] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 2 Free Dice 120 R
-[] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[] Bigass Sonic Cannon Rollout 0/??? (2 Dice, 30 R) (??% chance)

Bureaucracy 3/3 Dice
-[] Agriculture Review (3 dice)

(I'd love to fit in a military security review but I really don't think we can spare the Free dice this turn. We need two to ensure the fusion reactors complete, two to ensure the Philadelphia completes to Phase 4, and two to get anything out of the military whatsoever besides the point defense laser refit and the Super Orcas. Next turn may be less tight)
 
Last edited:
It is now possible to activate all the dice now if you try.

[] Plan Putting All The Dice To Work
Infrastructure 5/5 65R
-[]Blue Zone Apartment Complexes (Phase 2) 2 dice 20R %
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[] Rail Network Construction Campaigns (Phase 2) 3 dice 45R %
(Progress 15/250: 15 Resources per die) (+4 Logistics)
Heavy Industry 4/4 120R
-[] Continuous Cycle Fusion Plants (Phase 2) 4 dice + 2 free die 120R %
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
Light and Chemical Industry 4/4 90R
-[] Reykjavik Myomer Macrospinner (phase 2) 3 dice 60R %
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
-[] Bergen Superconductor Foundry 1 die 30R %
(Progress 0/95: 30 resources per die) (+1 Energy)
Agriculture 3/3 40R
-[] Perennial Aquaponics Bays (Stage 2) 2 dice 20R %
(Progress 123/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
-[] Wadmalaw Kudzu Development 1 die 20R 92%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 6/6 115R
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2 dice 10R %
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R %
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Tiberium Processing Plants (Stage 1) 1 die 30R %
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
-[] Improved Tiberium Containment Facilities Development 1 die 25R %
(Progress 0/40: 25 resources per die)
Orbital 5/5 110R
-[] GDSS Philadelphia II (Phase 4) 5 dice 100R %
(Progress 326/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
-[] Expand Orbital Communications Network (Phase 4) 1 free die 10R %
(Progress 117/135: 10 resources per die) (+2 Logistics) (10 Political Support)
Services 4/4 50R
-[] Green Zone Teacher Colleges 2 dice 10R %
(Progress 0/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R %
(Progress 0/60: 20 resources per die)
-[] Advanced Electronic Video Assistant Development 1 die 20R %
(Progress 0/60: 20 resources per die)
Military 6/6 120R
-[] Orbital Defense Laser Development 1 die 20R %
(Progress 0/40: 20 resources per die) (High Priority)
-[] Tube Artillery Deployment 2 dice 30R %
(Progress 0/200: 15 resources per die
-[] Naval Defense Laser Refit 2 dice + 2 free dice 60R %
(Progress 121/330: 15 resources per die)
-[] Havoc Scout Mech Development 1 free die 10R %
(Progress 0/30: 10 resources per die) (High Priority)
Bureaucracy 3/3
-[] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources Income 710/710 Reserve 0/0


Anyone spot any mistakes or have any input
 
Not much of a meme to me when I'd legit vote for the plan. Since ZOCOM is finally getting some much needed help to support it's responsibilities, and most of the Tiberium dice is for RZ harvesting and Tiberium processing over the Glacier, which has only 2 dices on it anyways.
It's honestly not that bad of a plan, the problem is that spending so heavily on 25-30 R/die projects sucks a lot of oxygen out of the room for other things, and we ARE getting to the point in our budget cycle where it starts being sensible to prioritize key projects in areas like Light Industry and Agriculture over just piling on more Resource income.

Seeing as how we can comfortably activate six Tiberium dice to do major projects and still expect 25 RpT of income increase, while also still activating the majority of our dice and making progress on some of the plan promises people have been waiting on for several years while glaring at us and tapping their watches meaningfully.

With that said, nothing is a meme plan to you because you're a single-issue voter. How would you tell the difference between a meme plan that pushes the meme you like, and a merely normal good regular plan? :p

Services 4/4 35R +17
-[] Green Zone Teacher Colleges 0/200 3 dice 15R 63%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
Most of our differences are just prioritization stuff and I'm not going to dispute it, but if you have to pick one SCIENCE! project to do, I really think it should be Tissue Regeneration. We've been told a fair number of our Qatari Loyalists need that, on top of which we've probably got a big spike in military casualties coming up and they'll be wanting it too.

Word of GM from Discord I think is that Sonic Arty will be a cheap and low progress cost thing because ZOCOM is fairly small. Unfortunately, it will cost Energy.
Unfortunate, but with a 98% chance of completing the fusion reactors I'm prepared to grit my teeth and accept it alongside the Energy cost of the refineries.

It is now possible to activate all the dice now if you try.
Hell, we could a done that last turn, maybe even the turn before- it's just that you have to be really careful about which projects you choose to activate. Stuff like Tiberium Prospecting with very low per-die return on investment exists mainly to make that easy- doesn't mean it's worth it, because having one low-return Tib die and one medium-return LCI die activated isn't necessarily better than just activating one high-return Tib die and leaving the LCI die fallow.
 
Last edited:
Most of our differences are just prioritization stuff and I'm not going to dispute it, but if you have to pick one SCIENCE! project to do, I really think it should be Tissue Regeneration. We've been told a fair number of our Qatari Loyalists need that, on top of which we've probably got a big spike in military casualties coming up and they'll be wanting it too.
Fair enough, and at the same cost I can sub that out for the EVA project.

Word of GM from Discord I think is that Sonic Arty will be a cheap and low progress cost thing because ZOCOM is fairly small. Unfortunately, it will cost Energy.
Lets go! Might shift a 7th die to fusion power because well we will want the next one as well with all the power demands we have, if so would knock philly down from 8 to 7 which should still finish stage 4 just less rollover to stage 5.
 
Stuff like Tiberium Prospecting with very low per-die return on investment exists mainly to make that easy- doesn't mean it's worth it,
I am always open to suggestions on what to change and I was thinking of dropping Red Zone Containment Lines for Vein Mines but I then would run out of resources before I could use all four dice.
 
I am always open to suggestions on what to change and I was thinking of dropping Red Zone Containment Lines for Vein Mines but I then would run out of resources before I could use all four dice.
I went the other way since Vein Mine eats into our cap good stock while doing 1 RZ Containment line stage does not eat into stuff like energy or cap goods while still moving income and abatement forward.
 
So do we still have enough Omakes in the bank or should more be written?

I had an idea where the average soldier in the Steel Talons were still bitching and moaning for still not getting funding for their research. Just a slice of life kind of thing on what's happening in-universe.

Or another idea how a Yellow Zoner got lucky and was able to live in the new BZ Apartments in the Blue Zone for a better life.
 
Lets go! Might shift a 7th die to fusion power because well we will want the next one as well with all the power demands we have, if so would knock philly down from 8 to 7 which should still finish stage 4 just less rollover to stage 5.
I mean, we're probably looking at no more than -2 or -4 Energy from the rollout. All of ZOCOM probably can't use more than a few hundred of these sonic cannon, maybe a thousand, tops, so we're likely only looking at one or two major production lines, and that kind of factory tends to be a -2 Energy project, maybe -4 for high-end production of things like "hypersonic fighters" or "tens of thousands of tons of warships per year."

So I think we can just relax and let the next fusion phase happen next turn. With the Stage 2 fusion plants we're up at +17 Energy, down to +13 from the tiberium plants. This project probably only brings us down to +9. In the uncertain event that we need more than another eight Energy for the projects we plan to complete specifically next turn in 2059Q1, we'd probably only be three or four Heavy Industry dice away from the Stage 3 fusion plants.

No need to invest further this turn unless you're just trying to chase down and kill that last 2% probability of the fusion phase not completing in 2059Q4 as planned.

I am always open to suggestions on what to change and I was thinking of dropping Red Zone Containment Lines for Vein Mines but I then would run out of resources before I could use all four dice.
It is now possible to activate all the dice now if you try.

[] Plan Putting All The Dice To Work
Infrastructure 5/5 65R
-[]Blue Zone Apartment Complexes (Phase 2) 2 dice 20R %
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[] Rail Network Construction Campaigns (Phase 2) 3 dice 45R %
(Progress 15/250: 15 Resources per die) (+4 Logistics)
Heavy Industry 4/4 120R
-[] Continuous Cycle Fusion Plants (Phase 2) 4 dice + 2 free die 120R %
(Progress 0/300: 20 resources per Die) (+16 Energy) (+5 Political Support)
Light and Chemical Industry 4/4 90R
-[] Reykjavik Myomer Macrospinner (phase 2) 3 dice 60R %
(Progress 1/160: 20 resources per die) (+1 Capital Goods)
-[] Bergen Superconductor Foundry 1 die 30R %
(Progress 0/95: 30 resources per die) (+1 Energy)
Agriculture 3/3 40R
-[] Perennial Aquaponics Bays (Stage 2) 2 dice 20R %
(Progress 123/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
-[] Wadmalaw Kudzu Development 1 die 20R 92%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 6/6 115R
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2 dice 10R %
(Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources])
-[] Red Zone Containment Lines (Stage 5) 2 dice 50R %
(Progress 74/180: 25 resources per die) (additional income trickle (10-15 Resources) (3 points of Red Zone Mitigation)
-[] Tiberium Processing Plants (Stage 1) 1 die 30R %
(Progress 0/200: 30 resources per die) (+600 processing potential) (-4 Energy, -2 Logistics)
-[] Improved Tiberium Containment Facilities Development 1 die 25R %
(Progress 0/40: 25 resources per die)
Orbital 5/5 110R
-[] GDSS Philadelphia II (Phase 4) 5 dice 100R %
(Progress 326/715: 20 resources per die) (+3 to all dice, +1 Free Die) (10 Political Support) (Fusion)
-[] Expand Orbital Communications Network (Phase 4) 1 free die 10R %
(Progress 117/135: 10 resources per die) (+2 Logistics) (10 Political Support)
Services 4/4 50R
-[] Green Zone Teacher Colleges 2 dice 10R %
(Progress 0/200: 5 resources per die)
-[] Tissue Replacement Therapy Development 1 die 20R %
(Progress 0/60: 20 resources per die)
-[] Advanced Electronic Video Assistant Development 1 die 20R %
(Progress 0/60: 20 resources per die)
Military 6/6 120R
-[] Orbital Defense Laser Development 1 die 20R %
(Progress 0/40: 20 resources per die) (High Priority)
-[] Tube Artillery Deployment 2 dice 30R %
(Progress 0/200: 15 resources per die
-[] Naval Defense Laser Refit 2 dice + 2 free dice 60R %
(Progress 121/330: 15 resources per die)
-[] Havoc Scout Mech Development 1 free die 10R %
(Progress 0/30: 10 resources per die) (High Priority)
Bureaucracy 3/3
-[] Security Reviews (Military) 1 Military die + 3 dice 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources Income 710/710 Reserve 0/0


Anyone spot any mistakes or have any input
Well, if your top priority is just to activate all dice on reasonably rewarding projects:

1) This is resource-neutral but we should probably be investing in the ICS and not more railroad actions. ICS has higher long-term Logistics payoff for dice invested, and it's strongly implied that it's needed to get full benefit out of the shipyards anyway. At this point we need 900 Progress to get +12 Logistics out of railroad phases, and 800 Progress to get +16 out of the ICS. Sure, ICS uses Capital Goods and Energy, but it's not like we don't pressingly need to start ramping up production of those anyway to compensate, so the dice won't be wasted.

2) You are really under no obligation to spend Resources on Bergen. It's an expensive project, and the immediate payoff isn't overwhelming. Just turning the Bergen die into a Reykjavik die would be cheaper, freeing up 10 R. Alternatively you could back off the investment into Reykjavik somewhat and go for a cheaper project like Blue Zone Light Industrial Zones (nice for the +1 Health, if requiring -1 Capital Goods), or Fertilizer Plants (we need to do something for Consumer Goods this plan, and the Food surplus gives us some extra options). This could potentially save quite a bit more R for other projects.

3) You could flip one of the Services research dice to a Domestic Animals die. This is a project we've been contemplating for a long time and it has considerable utility for the +PS. Again, this saves 10 R.

4) You could flip Orbital Defense Laser to something else. Personally I'd turn one of the naval point defense dice into an Orca Refit Deployment die (resource-neutral) to save the risk of us accidentally overinvesting in the point defense action (which has a ~50% chance of succeeding with three dice). Then I'd turn the Orbital Defense Laser project into a second Orca Refit Deployment, saving 5 R.

So with all of this, you can easily free up 25 R more for the Tiberium category, potentially quite a bit more if you're willing to step back from myomer production and pick something cheaper to do.
 
I mean, we're probably looking at no more than -2 or -4 Energy from the rollout. All of ZOCOM probably can't use more than a few hundred of these sonic cannon, maybe a thousand, tops, so we're likely only looking at one or two major production lines, and that kind of factory tends to be a -2 Energy project, maybe -4 for high-end production of things like "hypersonic fighters" or "tens of thousands of tons of warships per year."

So I think we can just relax and let the next fusion phase happen next turn. With the Stage 2 fusion plants we're up at +17 Energy, down to +13 from the tiberium plants. This project probably only brings us down to +9. In the uncertain event that we need more than another eight Energy for the projects we plan to complete specifically next turn in 2059Q1, we'd probably only be three or four Heavy Industry dice away from the Stage 3 fusion plants.

No need to invest further this turn unless you're just trying to chase down and kill that last 2% probability of the fusion phase not completing in 2059Q4 as planned.
Killing failure chance and having extra rollover will be nice. As for energy-
processing stage 2 -4 most likely
HI cap goods- unless we split dice we need the energy to cover these and other projects we do
Railgun harvester factories -2 each (power up our marv fleets so a bit more defensive military power)
Shell Plants
1 or 2 Ground Zone Armor
probably some more not listed here

The switching of HI dice to cap goods though means we want the energy to cover us while we are doing the HI cap good push so I anticipate needing 2. Which is on top of Q4 energy consumption. And by rolling that extra die Q4 that with good rollover might be able to do some cap goods in Q1 (split fusion/cap good) while finishing the next stage of fusion.
 
So do we still have enough Omakes in the bank or should more be written?

I had an idea where the average soldier in the Steel Talons were still bitching and moaning for still not getting funding for their research. Just a slice of life kind of thing on what's happening in-universe.

Or another idea how a Yellow Zoner got lucky and was able to live in the new BZ Apartments in the Blue Zone for a better life.
We have reached what some like to call "Omake Post Scarcity" where having enough Omakes is assumed and everyone creates them for the joy of it
 
Last edited:
Killing failure chance and having extra rollover will be nice. As for energy-
processing stage 2 -4 most likely
HI cap goods- unless we split dice we need the energy to cover these and other projects we do
Railgun harvester factories -2 each (power up our marv fleets so a bit more defensive military power)
Shell Plants
1 or 2 Ground Zone Armor
probably some more not listed here

The switching of HI dice to cap goods though means we want the energy to cover us while we are doing the HI cap good push so I anticipate needing 2. Which is on top of Q4 energy consumption. And by rolling that extra die Q4 that with good rollover might be able to do some cap goods in Q1 (split fusion/cap good) while finishing the next stage of fusion.
Personally, I was kind of hoping we could use Q4's Heavy Industry dice to make progress on a Capital Goods project (torn between Tokyo and Nuuk), and then flip back to fusion in 2059Q1. Then again, that only gets us 280 or so Progress from four dice in one turn (assuming no Free dice), which isn't really enough to ensure either Tokyo Phase 1+2, let alone Nuuk Phase 1+2. Which would be the minimum to start getting actual Capital Goods from either project... so we'd be dropping it before the payoff if we wanted to keep mustering Energy.

I don't expect to build the full suite of harvester factories right away. They're not bad, but they're not the only or the best dice-efficient +RpT option open to us. 1.3 dice for +5 RpT of income would be pretty good if it were "no strings attached," but the Energy and Labor costs do add up.

Then again, I do see your overall point about wanting to slam out two phases of fusion reactors to just not have to worry about Energy supplies for a while.

We have reached what some like to call "Omake Post Scarcity" where having enough Omakes is assumed and everyone creates them for the joy of it
Besides, the main function of the omake bonuses is an anti-frustration feature; it reduces the likelihood of having to waste dice just to bump things up the last +3 Progress over the line.

Taking out an anti-frustration feature just isn't a great idea.
 
Personally, I was kind of hoping we could use Q4's Heavy Industry dice to make progress on a Capital Goods project (torn between Tokyo and Nuuk), and then flip back to fusion in 2059Q1. Then again, that only gets us 280 or so Progress from four dice in one turn (assuming no Free dice), which isn't really enough to ensure either Tokyo Phase 1+2, let alone Nuuk Phase 1+2. Which would be the minimum to start getting actual Capital Goods from either project... so we'd be dropping it before the payoff if we wanted to keep mustering Energy.

I don't expect to build the full suite of harvester factories right away. They're not bad, but they're not the only or the best dice-efficient +RpT option open to us. 1.3 dice for +5 RpT of income would be pretty good if it were "no strings attached," but the Energy and Labor costs do add up.

Then again, I do see your overall point about wanting to slam out two phases of fusion reactors to just not have to worry about Energy supplies for a while.
Railgun harverster though is cheap for R per dice and it improves the defensive projection of our MARV fleets which has a military boost. Yeah not the best income but something you can squeeze in. As it is cap goods in HI takes energy as well so I would rather push LCI cap goods while we push HI energy to cover us enough while we try and get say 3 phases of Nuuk out.

Also I do not expect all of the harvester factories, but getting say half done is more firepower rolling out and a bit of income without stressing the processing facilities we are going to be pushing as well.
 
Huh? @Derpmind did the mathpost this time:

New Johnson Training Center (Stage 3) 68 +71 = 139/400
Advanced Lunar Base Stage 1 Complete
Surface Exploration EVA Development 388 +74 +40 = 502/500
Small Scale Nuclear Reactor Development 52 +88 +20 = 160/100
Venus Rover Prototyping 216 +25 +20 = 261/250

Advanced Lunar Base Stage 0 +78 +20 = 98/400
Mission Planning: Surface Exploration Ceres 83 +63 +5 = 151/100
Mission Planning: Research Base Mars 0 +129 +10 = 139/600

And the various missions all look like they avoided any problems, though we'll have to wait to see what the results mean.

Anyways second mathpost by me:

New Johnson Training Center (Stage 3) 68+23+48 = 139/400
Advanced Lunar Base Stage 1 Complete
Surface Exploration EVA Development 388+33+41+40 = 502/500
Small Scale Nuclear Reactor Development 52+88+20 = 160/100
Venus Rover Prototyping 216+25+20 = 261/250
Advanced Lunar Base Stage 0+78+20 = 98/400
Mission: Surface Exploration Ceres 83+63+5 = 151/100

Mission: Research Base Mars 0+47+82+10 = 139/600

And with this talk of plans I have another preliminary plan to show:

Political‌ ‌Support:‌ ‌60?
SCIENCE Meter: 4/4
Free‌ ‌Dice:‌ ‌6‌
Housing: +16 (24 Low Quality)
Energy: +1 (+3 Reserve)
Logistics: +6?
Food: +21 (+8 Reserve)
Health +9 (-4 Consumed)
Capital Goods: +2
Consumer Goods: +36
Labor: +31
Tiberium Processing Capacity: (1645/1720)
Yellow Zone
Water: +6

Infrastructure +22
Heavy Industry +17
Light and Chemical Industry +12
Agriculture +12
Tiberium +25
Orbital Industry +10
Services +17
Military +14
Bureaucracy +12
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building

Last Security Review:
Light/Chem 1 turns ago 2058 Q3
Services 2 turns ago 2058 Q2
Orbital 4 turn ago 2057 Q4
Heavy Ind 5 turns ago 2057 Q3
Tiberium 6 turns ago 2057 Q2
Bureaucracy 7 turns ago 2057 Q1
Infrastructure 8 turns ago 2055 Q4
Agriculture 9 turns ago 2056 Q4
Military 11 turns ago 2056 Q1

[ ] Plan Running the Eyewall v. 4.2
Infrastructure 5/5 Dice 90 Resources
-[ ] Blue Zone Arcologies (Stage 3) 95/650 15 Resources per Die -2 E on Completion, 2 Die = 30 Resources
-[ ] Yellow Zone Fortress Towns (Phase 3) 25/200 20 Resources per Die, 3 Dice = 60 Resources
Heavy Industry 4/4 Dice + 3 Free Dice 140 Resources
-[ ] Continuous Cycle Fusion Plants (Phase 2) 0/300 20 Resources per Die, 7 Dice = 140 Resources
Light and Chemical Industry 4/4 Dice 60 Resources
-[ ] Blue Zone Light Industrial Sectors (Phase 1) 0/250 10 Resources per Die -1 E -1 CapG -3 Lab on Completion, 2 Die = 20 Resources
-[ ] Reykjavik Myomer Macrospinner 1/160 20 Resources per Die, 2 Die = 40 Resources
Agriculture 3/3 Dice 40 Resources
-[ ] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 2 Die = 20 Resources
-[ ] Wadmalaw Kudzu Development 0/40 20 Resources per Die, 1 Die = 20 Resources
Tiberium 6/6 Dice 120 Resources
-[ ] Tiberium Processing Plants (Stage 1) 0/200 30 Resources per Die -4 E -2 Log on Completion, 3 Dice = 90 Resources
-[ ] Railgun Harvester Factories (New) Porto 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[ ] Railgun Harvester Factories (New) Maputo 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
-[ ] Railgun Harvester Factories (New) Dandong 0/70 10 Resources per Die -2 E -1 Lab on Completion, 1 Die = 10 Resources
Orbital 5/5 Dice + 3 Free Dice 155 Resources
-[ ] GDSS Philadelphia II (Phase 4) 362/715 20 Resources per Die, 7 Dice = 140 Resources
-[ ] Expand Orbital Communications Network (Phase 5) 117/135 15 Resources per Die, 1 Die = 15 Resources
Services 4/4 Dice 30 Resources -5 PS
-[ ] Green Zone Teacher Colleges (New) 0/200 5 Resources per Die, 3 Dice = 15 Resources
-[ ] Emergency Tiberium Infusion Development 0/120 15 Resources -5 Political Support per Die, 1 Die = 15 Resources -5 Political Support
Military 6/6 Dice 75 Resources
-[ ] Sonic Mobile Artillery Vehicle Deployment (New) 0/??? 10 Resources per Die, 2 Die = 20 Resources
-[ ] Naval Defense Laser Refits (New) 118/330 15 Resources per Die, 3 Dice = 45 Resources
-[ ] Security Reviews Military 1 Die
Bureaucracy 3/3 Dice
-[ ] Security Reviews Military 3 Dice

90+140+60+40+120+155+30+75 = 710/710

Alright here is the final form of my plan barring some massive changes in actions next turn:

- 2 Die on Blue Zone Arcologies to keep them rolling.
- 3 Dice on Yellow Zone Fortress Towns to secure our supply lines. 87% chance and an Average DC of 32 to complete.

- 7 Dice on Continuous Cycle Fusion Plant to get as much progress into it since it is now known that ZOCOM Shatterer factories will need Energy. 12% chance for Phase 2+3 to complete on top of the 99% chance for Phase 2. Average DC is 22 for Phase 2 and 65 for Phase 2+3.

- 2 Die on Blue Zone Industrial Sectors for some extra Health gain down the line.
- 2 Die on Reykjavik Myomer Macrospinner to get started on hardening our Myomer supply. 33% chance and an Average DC of 60 to complete.

- 2 Die on Perennial Aquaponics Bay to work towards a plan task.
- 1 Die on Wadamalaw Kudzu Development to work towards another plan task. 93% chance and a DC of 8 to complete.

- 3 Dice on Tiberium Processing Plants to start on removing a strategic weakness. 79% chance and an Average DC of 37 to complete.
- 1 Die each on 3 Railgun Harvester Factories to get some tougher Harvesters for conflict zones before the war starts. 71% chance and a DC of 30 each to complete.

- 7 Dice on Philadelphia II to get Phase 4 Completed this turn. 94% chance and an Average DC of 39 to complete.
- 1 Die on Expand Orbital Communication Network to complete it and harden our communication lines against another nuke Philadelphia masterstroke making the space station less atractive as a target.

- 3 Dice on Green Zone Teacher Colleges to get Litvinov's agenda over and done with for now. 63% chance and an Average DC of 46 to complete.
- 1 Die on Emergency Tiberium Infusion to slow roll it to completion and a better treatment of Rock Lung. I want Julian Bennett to live a longer life so he can preserve more artifacts and maybe even run for General Secretery again down the line.

- 2 Die set aside for Shatterer Deployment Factories. I don't expect them to cost more than 10 Resources and as such putting only 2 Die here and 7 Dice on Energy production instead feels like the right move.
- 3 Dice on Naval Defense Laser Refits to try and get them done. 50% chance and an Average DC of 48 to complete.

- 1 Dice from Military and 3 Dice on Security Reviews Military to dig out some infiltrators out of the Military before the war can start.
 
I am seeing many plans that are lacking Orca Refits.

Don't make me make another Swat Kats reference...

Yeah sorry. Not in my plan. Not for Q4. I want them done too, but ZOCOM needs to get boosted because I want Red Zone containment Lines done completely and that needs a stronger ZOCOM. Should be able to do them Q1, so next turn.
 
The rollout of a improved Orca that can use our new missiles would help ZOCOM as well as they can provide more air cover and better defend themselves.
 
The rollout of a improved Orca that can use our new missiles would help ZOCOM as well as they can provide more air cover and better defend themselves.

Yes, which is why I'm doing those in Q1. Shatterer is still a Red Zone artillery unit and as such takes priority in my book.
 
I am seeing many plans that are lacking Orca Refits.

Don't make me make another Swat Kats reference...
It's hard to fit it in. The lack of Energy means we need 2 free dice on Fusion Plants to make sure we don't run out. And Philadelphia Phase 4 being so close means it'll eat 2 more free dice. That means at most we're going to have 8 dice in Military next turn. An between the unfinished Naval Defense Laser and the new ZOCOM Sonic Artillery, we'll likely eat up 6 of those dice.

That said, we certainly can put dice on Orca Refits next turn, and given how long we've sat on the option I think even 1 die on it to get it started is a good idea. Though the same could also be said about the Tube Artillery Deployment...
 
My plan does both the Orca refits and the point defense refits, with roughly a 50% chance of completing each so that the projects can be slow-walked to completion as appropriate if necessary, and doesn't seem to be straining all that hard to accomplish this result.

Again:


BUDGET:
710 R
6 Free dice

710/710 Resources spent
6/6 Free Dice allocated

[] Plan Draft WELP

Infrastructure 5/5 Dice 70 R
-[] Integrated Cargo System 0/800 (4 Dice, 60 R) (4/11 median)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 (1 Die, 10R) (6% chance)

Heavy Industry 4/4 Dice + 2 Free Dice 120 R
-[] Continuous Cycle Fusion Plant (Phase 2) 22/300 (6 Dice, 120 R) (98% chance, median ~127/300 on next phase)

Light and Chemical Industry 2/4 Dice 40 R
-[] Reykjavik Myomer Macrospinner (Phase 2) 1/160 (2 Dice, 40 R) (33% chance)

Agriculture 2/3 Dice 20 R
-[] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (93% chance)
-[] Security Review

Tiberium 6/6 Dice 150 R
-[] Tiberium Processing Plants (Stage 1) 0/200 (3 Dice, 90 R) (79% chance)
-[] Tiberium Vein Mines (Stage 1) 0/200 (3 Dice, 60 R) (79% chance)

Orbital 5/5 Dice + 2 Free Dice 140 R
-[] GDSS Philadelphia II (Phase 4) 362/715 (7 dice, 140 R) (94% chance, median ~100/1430 on next phase)

Services 4/4 Dice 50 R
-[] Green Zone Teacher Colleges (2 Dice, 10 R) (13% chance)
-[] Tissue Replacement Therapy Development 0/60 (1 Die, 20 R) (78% chance)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 R) (78% chance)

Military 6/6 Dice + 2 Free Dice 120 R
-[] Naval Defense Laser Refits 121/330 (3 Dice, 45 R) (50% chance)
-[] Orca Refit Deployment 0/200 (3 Dice, 45 R) (57% chance)
-[] Bigass Sonic Cannon Rollout 0/??? (2 Dice, 30 R) (??% chance)

Bureaucracy 3/3 Dice
-[] Agriculture Review (3 dice)
 
Last edited:
So do we still have enough Omakes in the bank or should more be written?

I had an idea where the average soldier in the Steel Talons were still bitching and moaning for still not getting funding for their research. Just a slice of life kind of thing on what's happening in-universe.

Or another idea how a Yellow Zoner got lucky and was able to live in the new BZ Apartments in the Blue Zone for a better life.
As has been said, we have Sufficient Omakes in the bank... but please do write more, they are fun.
 
Back
Top