I can move the die from Universal Rocket Launch System Deployment to Reclamator Hub Red Zone 7-South if you all think that 80% is to low odds for completing that hub.
The main goal is a major investment into Blue Zone Heavy Industrial Sectors so we can complete it next turn and do the wartime refits then and get extra military dice.
With the Pacifier sure to complete and the Havocs coming this turn if we are lucky or the next if we are not. We can expand into more red zones to deny the resources to NOD and take them for ourselves.
We have a lot of Stations to build so no point in waiting for those to complete before we Study Novel Material.

[ ] Plan income for our new dice
Infrastructure (5 dice, 70R)
-[ ] Blue Zone Arcologies (Stage 3), 1 dice (15 R)
-[ ] Communal Housing Experiments, 72/140 1 die 10R 74%
-[] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 39%
Heavy Industry (4/4 dice + 1 free, 125 R)
-[] Blue Zone Heavy Industrial Sectors 0/500 5 dice 125R 2%
Light and Chemical Industry (4/4 dice, 80 R)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 4 dice 80R 28%
Agriculture (0/3 dice, 50R)
Tiberium (6/6 dice 150R)
-[ ] Red Zone Tiberium Harvesting (Stage 12) 29/130 2 dice 50R 94%
-[ ] Red Zone Containment Lines (Stage 5) 74/180 2 dice 50R 92%
-[ ] Offshore Tiberium Harvester Stations (New) 0/200 2 dice 40R -10PS 22%
Orbital (5 dice +3 Free, 160 R)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 R)
-[ ] Study Novel Material (New) 0/50 1 die 20R 76%
Services (4/4 dice, 45R)
-[ ] Green Zone Teacher Colleges, 1 die (5 R)
-[ ] Domestic Animal Programs 0/200 2 dice 20R 17%
Military (6/6 dice +3 Free, 125R)
-[ ] Orca Refit Deployment 0/200 2 dice 30R 14%
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 90/120 1 die 10R 100%
-[ ] Universal Rocket Launch System Deployment (Phase 2), 105/200 1 die 15R 39%
-[ ] Laser Point Defense Refits, 270/330 1 die 15R 74%
-[ ] Tube Artillery Deployment, 184/200 1 die 15R 100%
-[ ] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[ ] Havoc Scout Mech Deployment
--[ ] Brest (Progress 0/110: 10 resources per die) (-2 Energy) 24%
--[ ] Seoul (Progress 0/110: 10 resources per die) (-2 Energy) 24%
-[ ] Security Reviews
Bureaucracy (3 dice)
-[ ] Security Reviews - Military, 3 dice

Resources: 735/740
7/7 Free dice
 
@BOTcommander you might want to consider putting one dice on Reclamator Hub Red Zone 7 South (Progress 51/105) 25R to finish it up, but only if it doesn't come at the cost of Improved Tiberium Containment. You could drop Vertical Farming Projects (Stage 2) and one of the Railgun Harvester Factories to have both the dice and resources needed. Mind just a suggestion.
 
@BOTcommander you might want to consider putting one dice on Reclamator Hub Red Zone 7 South (Progress 51/105) 25R to finish it up, but only if it doesn't come at the cost of Improved Tiberium Containment. You could drop Vertical Farming Projects (Stage 2) and one of the Railgun Harvester Factories to have both the dice and resources needed. Mind just a suggestion.
We can only start to put Tiberium Dice on MARV stuff if 2 Military Dice are assigned to the project.
 
[] Plan WFR, Offshore Mining, and Karachi

Infrastructure (5/5 Dice, 85 R)
-[] Blue Zone Arcologies (Stage 3) 302/650 (1 Die, 15 Resources)
-[] Communal Housing Experiments 72/140 (1 Die, 10 Resources) (74% chance)
-[] Karachi Planned City (Phase 1) 0/65 (3 Die, 60 Resources)

Heavy Industry (4/4 Dice, 90 R)
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 (2 Dice, 40 R) (35% chance)
-[] Blue Zone Heavy Industrial Sectors 0/500 (2 Dice, 50 R) (2/7 median)

Light and Chemical Industry (4/4 Dice, 70 R)
-[] Reykjavik Myomer Macrospinner 4/320 (Phase 3) (3 Dice, 60 Resources)
-[] Civilian Glider Development 0/40 (1 Die, 10 Resources)

Agriculture (3/3 Dice, 40 R)
-[] Perennial Aquaponics Bays (Stage 2) 291/350 (2 Dice, 20 Resources)
-[] Wadmalaw Kudzu Development 0/40 (1 Dice, 20 Resources)

Tiberium (6/6 Dice, 135 R, 15 PS)
-[] Karachi Planned City (Phase 1) 0/65 (1 Die, 25 Resources)
-[] Offshore Tiberium Harvester Stations 0/200 (3 Dice, 60 Resources, 15 PS)
-[] Red Zone Containment Lines (Stage 5) 74/180 (2 Dice, 50 Resources) (95% chance)

Orbital (5/5 Dice +2 Free, 140 R)
-[] GDSS Philadelphia II (Phase 5) 46/1425 (7 Dice, 140 Resources)

Services (4/4 Dice, 45 R)
-[] Green Zone Teacher Colleges 149/200 (1 Die, 5 Resources)
-[] Advanced Electronic Video Assistant Development 0/60 (1 Die, 20 Resources)
-[] Domestic Animal Programs 1/200 (2 Dice, 20 Resources)

Military (6/6 dice +5 Free, 130 R)
-[] Naval Defense Laser Refits 270/330 (1 Die, 15 R) (74% chance)
-[] Tube Artillery Deployment 184/200 (1 Dice, 15 R) (100% chance)
-[] Pacifier MAV Deployment 90/120 (1 Die, 10 R) (100% chance)
-[] Orca Refit Deployment 0/200 (2 Dice, 30 R)
-[] Shell Plants (Phase 4) 3/300 (4 Dice, 40 R)
-[] Security Review
-[] Louisiana MARV Hub 51/105 (1 Dice, 20 R)

Bureaucracy (3 dice)
-[ ] Military Security Review (3 Dice)

85+90+70+40+135+140+45+130=735 Resources


This plan started as a sprint for Wartime Factory Refits and still does that, but Power math did not work out without doing power plants first, especially with Havocs, so doing those first and then industrial zones.

Arcology work has been slowed down until after the Communal Housing Experiment finishes, as it might provide an alternative or a boost to the action if successful.

Instead of most plans I have seen that work on ICS or Suborbital Shuttles, I started work on Karachi instead. It provides decent enough Logistics, Housing on top, and is part of our Plan. Also currently there aren't many great uses for Tib dice and I had Infra dice free given that I am waiting for Communal Housing Experiment to finish.

Civilian Gliders because cool, to see what comes out of it, and to save some resources as its cheap. The diverted die from Reykjavik does not seem to affect anything notably.

Coffee and tea. Finally. Perennials are almost guaranteed to finish with those two Dice anyway.

Tib wise there is the Karachi Die, and a strong 3 Dice thrust for Offshore Harvesting. Yes, I know that two Dice have a chance of finishing it, but I believe that we need this done this turn so that we can (hopefully) start putting in serious dice the next, there is no comparable mining action to it given that expanding into Red Zones is currently a no due to Nod pressure and Veins CapG cost is not affordable and wont be for a while.

Military wise, finishing what we started, Orca and Shells if unfortunately with a low chance of success, and instead of most plans MARV base I am building Havocs instead as they have been noted as going to ZOCOM also and they will strengthen ZOCOM everywhere on the globe, not just in that one corner of it.

We should not overfocus on this one Nod thrust by one of its warlords, there will be many other attempts elsewhere we know this for sure. Pacifier and artillery should also help ZOCOM in the coming battle.


Edit: I have been convinced on Discord to invest into the MARV hub, if for no other reason than as a quick and cheap way to provide a potent fortress for our boys there. To afford it I shifter one Die from Orca to Shells, making it far more likely for Shells to finish this turn and not possible for Orcas to.

Edit2: Had an error with Agriculture, freed up 10 R, used it to swap a Havoc Die for Orcas.
 
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With one dice on both factories, there is a 2 * 29% chance of one of the two completing. if one of the two does complete it saves us a military dice and 10R and if it does not work the delay is only a single turn.
Thats a good point, a chance at saving a dice or two on rollouts while still getting both havocs deployed in 2 turns is a solid chance since those saved dice can be used on other mil projects next turn
 
I'm not voting for any plan with 2 dice on a MARV hub completion because that's enough overflow to get about a 40% chance of completing a second MARV hub in north america that Giddeon can just shift his propeganda attack to. Then we'll have TWO hubs to complete fleets for to prevent another South America debacle.
 
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Hm... why the super focus on the space station when Nod is clearly getting redding to start another Tiberium war? Is that giving us such awesome bonusses? Might be smarter to put more on military right now.
 
Hm... why the super focus on the space station when Nod is clearly getting redding to start another Tiberium war? Is that giving us such awesome bonusses? Might be smarter to put more on military right now.
Philly 2 gives 1 extra die per category as well as a +4 to each die, we have 47 dice, and will gain another 9 from the station. Which means the station dice bonus is +224 a turn plus the 9 dice as well as the category bonuses to those dice (not including the +4 from stage 5 of philly 2). It really accelerates our ability to move forward in each category.
 
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I'm not voting for any plan with 2 dice on a MARV hub completion because that's enough overflow to get about a 40% chance of completing a second MARV hub in north america that Giddeon can just shift his propeganda attack to. Then we'll have TWO hubs to complete fleets for to prevent another South America debacle.
Isn't Gideons focus the Glacier Mine? What reason do you have to say that the target is the unfinished hub? Especially since he has to know that its not gonna be unfinished for long.
 
I'm not voting for any plan with 2 dice on a MARV hub completion because that's enough overflow to get about a 40% chance of completing a second MARV hub in north america that Giddeon can just shift his propeganda attack to. Then we'll have TWO hubs to complete fleets for to prevent another South America debacle.
Uh :???: doesn't the MARV hub require at least 2 mil dice before it can take tib dice (as it is a tib project) or is it possible to put just one mil dice on it (and treat it like a mil project)? I know this question probably sounds stupid but please humor me.

//Edit: I guess it can.
 
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Final version of Tokyo Straight-Away.



[X]Plan Tokyo Straight-Away
-[X]Infrastructure 5/5 70R
--[X] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R (median 1/5)
--[X] Communal Housing Experiments 72/140 1 die 10R 74%
--[X] Integrated Cargo System 0/800 3 dice 45R (median 3/11)
-[X]Heavy Industry 4/4 + 1 90R
--[X] Continuous Cycle Fusion Plant (Phase 3) 125/300 3 die 60R 86%
--[X] Tokyo Chip Fabricator (Phase 1) 0/160 2 dice 30R 78%
-[X]Light & Chemical Industry 4/4 80R
--[X] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[X]Agriculture 3/3 30R
--[X] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[X] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 41%
-[X]Tiberium 6/6 125R
--[X]Tiberium Vein Mines (Stage 2) 5/200 4 dice 80R 100% (Vien Mines 3 median 4/6)
--[X]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
--[X]Offshore Tiberium Harvester Stations 0/200 1 dice 20R 5PS (median 1/3)
-[X]Orbital Industry 5/5 + 2 140R
--[X]GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (median 7/20)
-[X]Services 4/4 65R
--[X] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[X] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[X] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
--[X] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[X]Military 6/6 + 4 135R
--[X] Reclamator Hub Red Zone 7-South 51/105 2 die 40R 99%
--[X] Long Range Sensor System Deployment (Phase 2) 26/300 1 dice 25R (median 1/4)
--[X] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[X] Tube Artillery Deployment 184/200 1 die 15R 100%
--[X] Ablat Plating Deployment (Stage 4) 45/200 1 dice 10R (median 1/3)
--[X] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[X] Havoc Scout Mech Deployment
---[X]Brest 0/110 1 die 10R 29%
---[X]Seoul 0/110 1 die 10R 29%
--[X] Security Review 1 die auto
-[X]Bureaucracy 3/3
--[X]Security Reviews
---[X]Military 3 dice auto

735/740R, 7/7 Free Dice

2 dice on RZ-7s to appease the Derpmind, and two dice on Havocs instead of Ablatives. I'm not happy--I'd rather focus on consumables this quarter--but that seems to be the general thrust everyone wants.
 
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I'm not voting for any plan with 2 dice on a MARV hub completion because that's enough overflow to get about a 40% chance of completing a second MARV hub in north america that Giddeon can just shift his propeganda attack to. Then we'll have TWO hubs to complete fleets for to prevent another South America debacle.
The glacier mine is his target. Not the unfinished Red Zone hub. And I refuse to vote for any plan that only uses one die and thus risks a 20% chance to have one of our glacier mines destroyed. It would be an absolute disaster for us.

The reason our one-and-only Yellow Zone hub was attacked was because we slow rolled it with 1-die-per-turn for multiple turns, and since it was unfinished for so long it attracted local refugees and gave time for NOD to plan an attack on it. Yellow Zone hubs aren't targets any more than Red Zone hubs. (Again, Gideon is here for the only unprotected glacier mine in the western hemisphere, not the hub that could guard it.) Rather, the lesson to learn from that event is to never under-dice our MARVs. It's far better to spend extra dice and resources to complete a MARV hub and fleet than it is to under-shoot and risk its destruction.
 
The glacier mine is his target. Not the unfinished Red Zone hub. And I refuse to vote for any plan that only uses one die and thus risks a 20% chance to have one of our glacier mines destroyed. It would be an absolute disaster for us.
Where are you getting that 20% chance from? If completing the hub is 80% chance, Gideon might well attack in two Qs instead of one and has to win against our prepared ZOCOM afterwards still.
 
[X] Plan Chimeraguard
Infrastructure (5 dice)
-[X] Blue Zone Arcologies (Stage 3), 3 dice (45 Resources)
-[X] Communal Housing Experiments, 1 die (10 Resources)
-[X] Suborbital Shuttle Service (Phase 1), 1 die (30 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays (Stage 2), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Red Zone Containment Lines (Stage 5), 1 die (25 Resources)
-[X] Tiberium Processing Refits (Phase 1), 1 die (20 Resources)
-[X] Railgun Harvester Factory (Maputo), 1 die (10 Resources)
-[X] Offshore Tiberium Harvester Stations, 2 dice (40 Resources)
-[X] Improved Tiberium Containment Facilities Development, 1 die (25 Resources)
Orbital (5 dice +2 Free)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[X] Green Zone Teacher Colleges, 1 die (5 Resources)
-[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
Military (6 dice +5 Free)
-[X] Reclamator Hub Red Zone 7 South (Progress 51/105), 2 dice (40 Resources)
-[X] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
-[X] Orca Refit Deployment, 2 dice (30 Resources)
-[X] Laser Point Defense Refits, 1 die (15 Resources)
-[X] Tube Artillery Deployment, 1 die (15 Resources)
-[X] Shell Plants (Phase 4), 2 dice (20 Resources)
-[X] Havoc Scout Mech Deployment (Brest), 1 die (10 Resources)
-[X] Security Review, 1 die
Bureaucracy (3 dice)
-[X] Security Review (Military), 3 dice

Resources Available: 740
Resources Spent: 740
Resources Remaining: 0

Here's my plan as it stands. Debating whether or not to take a die off of the RZ Hub in exchange for Orbital Lasers.

[X] Plan Derpy Hitting Krukov With A Steel Chair Edition
[X] Plan I want Philly Pacifiers Edition
 
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Military (6 dice +5 Free, 135R)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 R)
-[ ] Escort carrier development, 1 die (15 R)
-[ ] Laser Point Defense Refits, 1 die (15 R)
-[ ] Tube Artillery Deployment, 1 die (15 R)
-[ ] Shell Plants (Phase 4), 4 dice (40 R, 63%)
-[ ] Reclamator Hubs - RZ 7 South, 2 die (40 R, 99%)
-[ ] Security Reviews
No Escort Carrier before Wingman Drones.
We need to futureproof that a little.
Tiberium (6/6 Dice, 135 R, 15 PS)
-[] Karachi Planned City (Phase 1) 0/65 (1 Die, 25 Resources)
-[] Offshore Tiberium Harvester Stations 0/200 (3 Dice, 60 Resources, 15 PS)
-[] Red Zone Containment Lines (Stage 5) 74/180 (2 Dice, 50 Resources) (95% chance)
Karachi is Q1 2060.
Starting it prematurely invites attack when we're not ready.
The glacier mine is his target. Not the unfinished Red Zone hub. And I refuse to vote for any plan that only uses one die and thus risks a 20% chance to have one of our glacier mines destroyed. It would be an absolute disaster for us.

The reason our one-and-only Yellow Zone hub was attacked was because we slow rolled it with 1-die-per-turn for multiple turns, and since it was unfinished for so long it attracted local refugees and gave time for NOD to plan an attack on it. Yellow Zone hubs aren't targets any more than Red Zone hubs. (Again, Gideon is here for the only unprotected glacier mine in the western hemisphere, not the hub that could guard it.) Rather, the lesson to learn from that event is to never under-dice our MARVs. It's far better to spend extra dice and resources to complete a MARV hub and fleet than it is to under-shoot and risk its destruction.
This.
Everything Derpmind just stated here.
Risking ~5dice and 100R of investment, as well as 40-60R of income because of fear of overflow makes no sense to me.
 
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