Nice meme plan. Too bad it doesn't include the next turn rollout of Aurora Bomber, else some people might actually vote for it:p. I now kinda want to see a Air Force based Meme Plan now through.

Roll out the Aurora and Orca Refit in a single turn, maybe also the Wingman Drones, Phase 2 Sensor System Deployment and Prototype Plasma Weapons Development, just to make absolutely sure that by 2060, our aircraft will reduce any Noddie unit within range of an airbase to scrap.🎇🔥
Ah, this is made for Q4. Next turn is Q3; plenty of room for the Auroras and/or other meme plans.
 
I'm actually tempted by the meme plan, I like zone armour

Okay, so in the discord we've been discussing Frigate vs Monitor. The Frigate is a small deep sea vessel that would be able to go anywhere the navy needs and do a variety of anti piracy/anti submarine style roles. These would be great for protecting our convoys and could be used in any fleet engagement (but based on the last one I'm not sure how long they would last). They could also be good for defending sea mines. The Monitor on the other hand is mostly a coastal ship. It has a variety of different loadouts for different roles such as anti submarine warfare, shore bombardment, etc. Notably, they would be able to defend the sea mines (as they are fairly shallow water operations) and they would be significantly better at supporting naval landing operations. They would also probably be smaller from what I've found online and that might mean easier deployment or larger number of hulls. On the other hand, they would be worse at any deep water operation such as convoy protection and possibly deep sea fleet battles.
 
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Income Analysis:
ProjectCategoryCategory BonusCurrent ProgressProgress TargetRpDMedian DiceTotal CostOther CostsRpTRpDIBEPOther Benefits
T-Glass FoundriesL&C
18​
117​
350​
15​
3​
45​
1 STU, 2 Energy
15​
5​
3​
None
Tiberium Prospecting ExpeditionsTiberium
31​
2​
200​
5​
3​
15​
None
5​
1.666666667​
3​
None
Tiberium Vein MinesTiberium
31​
5​
195​
20​
3​
60​
1 Capital Goods
25​
8.333333333​
3​
1 Yellow Mit
Yellow Zone Tiberium HarvestingTiberium
31​
2​
375​
20​
5​
100​
None
7.5​
1.5​
14​
3 Yellow Mit
Red Zone Tiberium HarvestingTiberium
31​
29​
130​
25​
2​
50​
None
15​
7.5​
4​
1 Red Mit
Red Zone Containment LinesTiberium
31​
54​
200​
25​
2​
50​
None
12.5​
6.25​
4​
2 Red Mit
Railgun Harvester FactoriesTiberium
31​
0​
70​
10​
1​
10​
2 Energy, 1 Labor
5​
5​
2​
None
Lunar Rare Metals HarvestingOrbital
18​
0​
170​
20​
3​
60​
None
5​
1.666666667​
12​
None
Lunar Regolith HarvestingOrbital
18​
50​
340​
20​
5​
100​
None
15​
3​
7​
None
Lunar Heavy Metals MinesOrbital
18​
0​
395​
20​
6​
120​
None
20​
3.333333333​
6​
None
S-MARV (YZ 6a)Military
20​
182​
210​
20​
1​
20​
None
15​
15​
2​
3 Mit

For currently available projects, the lowest BEP is for S-MARV (YZ 6a), the highest RpDI is also S-MARV (YZ 6a), it doesn't even have any secondary costs. There is absolutely no reason S-MARV (YZ 6a) should not at minimum get the 1 die it needs to finish.

After S-MARV (YZ 6a) the next most efficient income generator is debatable, first depending on if other economic factors are considered, and second if one is considering the BEP or the RpDI primarily. If one doesn't care about additional economic factors, Tiberium Vein Mines provides the next highest RpDI, while Railgun Harvester Factories yields the next highest BEP. If one doesn't want to expend additional economic factors, Red Zone Tiberium Harvesting yields the next highest RpDI, while Tiberium Prospecting Expeditions provides the next highest BEP.

ProjectCategoryCategory BonusCurrent ProgressProgress TargetRpDMedian DiceTotal CostOther CostsRpTRpDIBEPOther Benefits
T-Glass FoundriesL&C
18​
0​
350​
15​
5​
75​
1 STU, 2 Energy
25​
5​
3​
None
Tiberium Prospecting ExpeditionsTiberium
31​
0​
200​
5​
3​
15​
None
5​
1.666666667​
3​
None
Tiberium Vein MinesTiberium
31​
0​
195​
20​
3​
60​
1 Capital Goods
25​
8.333333333​
3​
1 Yellow Mit
Yellow Zone Tiberium HarvestingTiberium
31​
0​
375​
20​
5​
100​
None
7.5​
1.5​
14​
3 Yellow Mit
Red Zone Tiberium HarvestingTiberium
31​
0​
130​
25​
2​
50​
None
15​
7.5​
4​
1 Red Mit
Red Zone Containment LinesTiberium
31​
0​
200​
25​
3​
75​
None
12.5​
4.166666667​
6​
2 Red Mit
Lunar Rare Metals HarvestingOrbital
18​
0​
155​
20​
3​
60​
None
5​
1.666666667​
12​
None
Lunar Regolith HarvestingOrbital
18​
0​
340​
20​
5​
100​
None
15​
3​
7​
None
Lunar Heavy Metals MinesOrbital
18​
0​
385​
20​
6​
120​
None
20​
3.333333333​
6​
None
This is a look at the most efficient income projects in general discounting our current progress and focusing on the next phase.

The most efficient future income generator is Tiberium Vein Mines, however it costs Capital Goods. The most efficient Income Generator that does not cost other economic factors is RZ Tiberium Harvesting. An argument could be made for Tiberium Prospecting Expeditions, as it has the same BEP as Vein Mines and doesn't cost economic factors.

ProjectCategoryCategory BonusCurrent ProgressProgress TargetRpDMedian DiceTotal CostOther CostsRpTRpDIBEPOther Benefits
Yellow Zone Fortress Towns (Phase 3)Infrastructure
28​
25​
200​
20​
3​
60​
None
0​
0​
N/A4 Housing
Intensification of Yellow Zone Harvesting (Phase 5)Tiberium
31​
63​
100​
15​
1​
15​
None
7.5​
7.5​
2​
1 Yellow Mit
Total
4​
75​
7.5​
1.875​
10​
4 Housing, 1 Yellow Mit
Yellow Zone Fortress Towns (Phase 4)Infra
28​
0​
250​
20​
4​
80​
None
0​
0​
N/A4 Housing
Intensification of Yellow Zone Harvesting (Phase 6)Tiberium
31​
0​
100​
15​
2​
30​
None
7.5​
3.75​
4​
1 Yellow Mit
Total
6​
110​
7.5​
1.25​
15​
4 Housing, 1 Yellow Mit
Red Zone Tiberium Harvesting (Phase 12)Tiberium
31​
29​
130​
25​
2​
50​
None
15​
7.5​
4​
1 Red Mit
Tiberium Glacier Mining (Phase 13)Tiberium
31​
38​
180​
30​
2​
60​
5 Logistics
50​
25​
2​
1 Red Mit
Total
4​
110​
65​
16.25​
2​
2 Red Mit
Red Zone Tiberium Harvesting (Phase 13)Tiberium
31​
0​
130​
25​
2​
50​
None
15​
7.5​
4​
1 Red Mit
Tiberium Glacier Mining (Phase 14)Tiberium
31​
0​
180​
30​
3​
90​
5 Logistics
50​
16.66666667​
2​
1 Red Mit
Total
5​
140​
65​
13​
3​
2 Red Mit
MARV HubMilitary
20​
0​
125​
20​
2​
40​
None
0​
0​
N/ANone
S-MARVMilitary
20​
0​
210​
20​
3​
60​
None
25​
8.333333333​
3​
3 Mit
Total
5​
100​
25​
5​
4​
3 Mit
These are income generators that are locked behind another project. I have included the next phase of MARV Hub and S-MARV without any progress as they could be selected from any of the remaining Hubs. I have also included the following paired phases for both Intensification of Yellow Zone Harvesting and Tiberium Glacier Mining to provide a baseline similar to the Future Available projects listed above.

From this it is clear to see that Tiberium Glacier Mining combined project is the most effective income generation on a per die basis. However it costs a significant amount of Logistics. Comparatively to more conventional projects MARVs are similar to T-Glass Foundries without the extra economic factor costs.

CategoryCategory BonusCurrent ProgressProgress TargetRpDMilitary DiceTiberium DiceTotal CostOther CostsRpTRpDIBEPOther Benefits
MARV Hub x2Military
20/31​
0​
250​
20​
2​
2​
80​
None
0​
0​
INFNone
S-MARV x2Military
20/31​
0​
420​
20​
2​
4​
120​
None
50​
8.333333333​
3​
6 Mit
Total
4​
6​
200​
50​
5​
4​
6 Mit
MARV Hub x3Military
20/31​
0​
375​
20​
2​
3​
100​
None
0​
0​
INFNone
S-MARV x3Military
20/31​
0​
630​
20​
2​
6​
160​
None
75​
9.375​
3​
9 Mit
Total
4​
9​
260​
75​
5.769230769​
4​
9 Mit
Using Tiberium dice to accelerate MARVs is beneficial, but only really so when investing in more than two MARV Hub/Fleets at a time.

Notes:
-Resource Per Die Invested (RpDI) is the ratio between the number of dice invested and the income generated, the higher this number is the better.
-Break Even Point (BEP) is how many Turns it will take for the income invested is payed off by new income, the lower this number is the better.
Edit:
-Offshore Tiberium Harvesting is not included in this analysis as we do not know if it is available yet and if it is what the associated costs are.
 
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Yellow Zone S-MARVs give 15 RpT, not 25. Aside from that... I feel like your analysis doesn't factor in the military costs and benefits. Stuff like: RZ Tiberium Harvesting is a noticeable commitment by ZOCOM, Railgun Harvesters makes dangerous harvesting locations somewhat safer, YZ Harvesting is more about taking territory from NOD and costs our Military a lot, projects like T-Glass and Lunar Harvesting don't require any military investment, etc.

Also, I don't know how much we care about breaking even? It's nice to know but we're constantly spending all of our income, so we're only really interested in more RpT each turn. Even if it took 20 turns for a project to pay itself back that's still 20 turns where we had more Resources to spend each turn than we did before.
 
@Ithillid is there any reason for orbital military projects that we couldn't use orbital die for it? or maybe have a system similar to marv where if we put one or 2 mil die on it then we can use orbital die?
 
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Yellow Zone S-MARVs give 15 RpT, not 25. Aside from that... I feel like your analysis doesn't factor in the military costs and benefits. Stuff like: RZ Tiberium Harvesting is a noticeable commitment by ZOCOM, Railgun Harvesters makes dangerous harvesting locations somewhat safer, YZ Harvesting is more about taking territory from NOD and costs our Military a lot, projects like T-Glass and Lunar Harvesting don't require any military investment, etc.

Thats fair. And fixed.

Also, I don't know how much we care about breaking even? It's nice to know but we're constantly spending all of our income, so we're only really interested in more RpT each turn. Even if it took 20 turns for a project to pay itself back that's still 20 turns where we had more Resources to spend each turn than we did before.

There are two costs to every project, dice and resources. Two core metrics to the analysis correspond to those two costs. The Resource per Die Invested tells us how much income each die gives us. The Break Even Point tells us how much each Resource gives us, the opportunity cost of investing R now, in exchange for R later. If we invest in a project that took 20 turns to pay off, that is 20 turns where we could have taken that money and put it in something else.

Perhaps it would make more sense if I explained the inverse of BEP, RpT/R. RpT/R is the R we get per turn divided by the R spent to get that income, this is the same formula as the RpDI metric, with the dice invested replaced by the R invested. The problem with RpT/R is they are universally fractions and their units are 1/Turn. All of that combines to make them less legible then BEP which can be reasonably understood what it is tracking. Further since BEP is the inverse of RpT/R it points to the same efficiency of Income per Resource invested. Resources that could have been invested in another project.
 
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If we invest in a project that took 20 turns to pay off, that is 20 turns where we could have taken that money and put it in something else.
That's fair and all, but: If we spend 100R to gain +10 RpT, than while it would take ten turns for it to break even on investment, we'll also have ten (and more) turns where on each turn we can activate another die, or upgrade a die to working on more expensive projects. +10 RpT gives us more capability to do stuff than we had before.

Compare that to a 25R project that gives +5 RpT. (And let's say they both cost the same amount of dice.) It only takes 5 turns to pay itself back, but it's not as often going to allow another die to be activated, or a more expensive project to be done.

Basically, I think we're more concerned with our economic throughput, rather than making returns on our investments. If that seems weird, well, it's an abstracted system, so it's maybe not a realistic one.

Edit: I should have said "rather than making fast returns on our investments." Since all our income investments will pay for themselves sooner or later.
 
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Basically, I think we're more concerned with our economic throughput, rather than making returns on our investments. If that seems weird, well, it's an abstracted system, so it's maybe not a realistic one.

That totally makes sense. The greater our cash flow the more and more expensive future projects we can do. My point is that short term, if we have the dice available we would want to spend resources on projects that give the most income for the least initial investment.

Take your 100 R +10RpT and 25 R +5RpT hypothetical projects, each costing one die. If we could do two phases of the latter with two dice, or one phase of the former with one die which should we do?

It comes down to what we value more in that particular turn. Doing two phases of the latter project costs 2 dice and 50R, and doing the former project costs 1 die and 100R. Both give +10RpT. Do we need the extra die or the extra 50R?

I 100% agree that we are far more concerned with how much income we can get on a per die basis, but sometimes we are more concerned with saving a little bit of resources even if it costs another die, to save the resources to activate a die in another category.
 
Actually, rather than turn-by-turn resource throughput or time-to-payback, how about we look at ROI by end of plan. So, measure by how many more dice we'll be able to activate before the rest of the government eats our profit.
 
There are really only four points to address here. So the first one is that I'm not sold on Offshore Mining being a thing that won't just be rolled into vein mines or prove to be unrepeatable or something, they're just too unknown to plan around at this point. I'd rather not push towards them when we're completely up in the air about what future progress will look like.
I'm not even clear on what you think "pushing towards them" means.

I'm observing that there's a fairly high chance that they'll be available as an option, and that IF they're available, it's likely to be worth trying them. Either I'm right, or I'm wrong.

If I'm wrong, it will be obvious that I'm wrong, either because the option isn't available, or because it's available at a cost that's untenable (i.e. still costing -5 PS per die).

If I'm right, there's no harm being mentally prepared for the possibility that it might be a worthwhile option to take, which is not the same as making an irrevocable commitment to it.

I'm not asking you to swear a blood oath to demand that we spend dice on offshore mining at all costs. I'm just talking about it, as something that is plausibly a foreseeable possibility to maybe see in the Q3 options that isn't in the Q2 options. It's speculative, but it's grounded speculation, okay? Geez.

Space, I'm pretty sure the Starbound party doesn't have the freaking votes to get us that promise. With or without Colombia, we're going to have to let other people share our ~60-100 space income. This is not a promise I would want to extract in any case, but I think it's asking for way too much for just three phases of Colombia. I'd price that at the whole station. Which, incidentally, would take so many dice that now we're out of dice to expand our space income significantly.
I'd like to at least look at whether we can get a deal, to the tune of spending one Bureaucracy die on it during a turn when (under a plan of mine) I'd be planning to spend the other two Bureaucracy dice on something else.

If it makes you happy, you can go ahead and spend all three Bureaucracy dice on the satisfaction survey. Some risk that we won't get the top-tier result, but I can understand why you'd want to do so.

As to why I think we can get a deal, it's because Starbound did get us a deal for the 2058 reallocation to protect the (admittedly less extensive) space mining income we have now. Since Development and Starbound are on pretty good terms and that's almost a majority in the legislature all by itself, I wouldn't be surprised if Starbound has enough political clout to get that same protection deal extended to cover the 2062 reallocation on the same terms. Or to at least get some of the moon mine income protected if not all of it. Or something.

Among other things, because it's usually easier to get a law renewed than to get it passed in the first place.

I'm not proposing to promise X Columbia phases without looking at what we can get for a quid pro quo, but it's at least worth looking into.

@Ithillid , can we use the Make Political Promises action to figure out what we can get for a promise and then vote on whether to take the deal? Because that makes it a much more attractive option overall to at least look into and investigate.

Military points are two points-The first point is that we've been slacking off with Auroras, our intel is out of date, and the Aurora, despite being very fast, is actually kind of a shitty bomber and carries fewer bombs than the Firehawk? So we need big numbers of them, fast, if we want to hit all of Krukov's targets. Since producing a global strike-force of Auroras will take time, if we want a big enough force to hit Krukov quickly, we'll need to fully saturate all available factories right away just to assemble our bombers and get them into the hands of the military and train the crews. Also, the Apollo factories were born in a different era of the quest-costs are bigger now, due to simply having more dice and resources available. So I want to be prepared for these factories to be significantly bigger, and I want at least an 85% success rate on whatever dice configuration is needed, since failing to get any factory at all would be a tragic disappointment.
It's reasonable to want to be prepared.

For me, since all my plans are draft plans that I fully expect to change in response to changing situations, I just tentatively budget three dice and figure out where to get a fourth or fifth die or wherever if and as needed.

But if for you, the idea of having a plan with three dice and potentially worrying about where to rummage up the fourth is troubling, I can understand that.

As for the plant costs, the thing is that the "build new vehicle production line" cost hasn't actually been changing that much. Projects we've left on the back burner like the hydrofoil yard and the last ZOCOM zone armor plant didn't expand into more expensive and comprehensive projects over time just because we resolved our Capital Goods shortage and got more income. "Build new production line for military vehicle that won't be used by the tens of thousands all over the globe all at once" has fairly consistently stayed in the range of 75-100 Progress for about two major factories throughout the 2050s as far as I can tell.

New Meme Plan for Q4:

-[] Heavy Industry 5 dice 100R
--[] Continuous Cycle Fusion Plants (Phase 4) 5 dice 100R ??%
-[] Military 7/7 +7 free dice 320R
--[] Ground Forces Zone Armor (New York) 3 dice 60R 81%
--[] Ground Forces Zone Armor (New Sevastopol) 3 dice 60R 81%
--[] Ground Forces Zone Armor (London) 3 dice 60R 81%
--[] Ground Forces Zone Armor (Tokyo) 3 dice 60R 81%
--[] Ground Forces Zone Armor (Santiago) 2 Mil 1 Admin Assistance dice 60R 64%
--[] Ground Forces Zone Armor (Pyongyang) 1 Admin Assitance die 20R 0%
-[] Bureaucracy 4/4 dice
--[] Administrative Assistance x2 4 dice

Prerequisites from Q3: GDSS Philadelphia II, Zone Defender Revision, Blue Zone Heavy Industrial Sectors, at least +8 Energy left over.

Who needs the incredibly important and useful Wartime Factory Refits when you can instead rush out almost an entire Set of Zone Armor in 3 months, and can get the full deployment done in 6 months? (Pay no attention to the time it takes for these factories to spool up to full operation.)

Q&A:...
Question:

Doesn't this potentially burn all five points of Capital Goods we have (including the ones from Reykjavik Phase 3), without immediately providing for replacement?

Without betraying the essential passion that motivates the meme plan (namely, the desire to crush Nod face with power armor), wouldn't it be better to switch the Heavy Industry dice allocation to, say, two dice on Continuous Cycle Fusion and three on Blue Zone Heavy Industrial Sectors?

Or would we then not have enough Energy to power the zone armor plants and BZHIS at the same time?

EDIT:

Ohhh, this is for 2059Q4 and you're assuming BZHIS will be done or one die away from completion then! Got it, got it.



Notably, one main reason we do further phases of Red Zone Tiberium Harvesting is to enable further phases of glacier mining, so when that's factored in, the resource return on investment starts looking great... except for the Logistics cost, which we already knew was horrific, and the problems of securing the glacier mine sites, which we likewise know are a problem. :(

Vein mining looks great if you have the Capital Goods, which as always is a big 'if.'

For currently available projects, the lowest BEP is for S-MARV (YZ 6a), the highest RpDI is also S-MARV (YZ 6a), it doesn't even have any secondary costs. There is absolutely no reason S-MARV (YZ 6a) should not at minimum get the 1 die it needs to finish.
Well, aside from it being problematic to put a Military die on anything (say, if we're heavily attacked in the 2059Q2 results post).

Personally I favor using Bureaucratic Assistance to tap the Savannah MARV fleet we're talking about over the line. That, or swapping around dice and using it for some other project to free up a 'proper' Military die that assures near-100% chance of completion on Savannah.

Also...

Prospecting pays for itself quickly because it's stupidly cheap in the first place. It's explicitly designed as the thing you do with your Tiberium dice when you cannot fund or cannot find anything else to do with your Tiberium dice... which isn't really the situation we're in right now.

These are income generators that are locked behind another project. I have included the next phase of MARV Hub and S-MARV without any progress as they could be selected from any of the remaining Hubs. I have also included the following paired phases for both Intensification of Yellow Zone Harvesting and Tiberium Glacier Mining to provide a baseline similar to the Future Available projects listed above.

From this it is clear to see that Tiberium Glacier Mining combined project is the most effective income generation on a per die basis. However it costs a significant amount of Logistics. Comparatively to more conventional projects MARVs are similar to T-Glass Foundries without the extra economic factor costs.
MARVs definitely come out ahead compared to other projects that don't have major associated economic or military costs (Capital Goods, Logistics, adding significantly to the strain on ZOCOM, or two or more out of three).

On the other hand, Yellow Zone Harvesting comes out as a low-reward strategy... except that we don't so much do that as a way of securing resources, as we do a way of rolling forward the Green Zone boundary, having the military push forward to "bite and hold" more land and push Nod backwards.

Yellow Zone S-MARVs give 15 RpT, not 25. Aside from that... I feel like your analysis doesn't factor in the military costs and benefits. Stuff like: RZ Tiberium Harvesting is a noticeable commitment by ZOCOM, Railgun Harvesters makes dangerous harvesting locations somewhat safer, YZ Harvesting is more about taking territory from NOD and costs our Military a lot, projects like T-Glass and Lunar Harvesting don't require any military investment, etc.

Also, I don't know how much we care about breaking even? It's nice to know but we're constantly spending all of our income, so we're only really interested in more RpT each turn. Even if it took 20 turns for a project to pay itself back that's still 20 turns where we had more Resources to spend each turn than we did before.
Opportunity costs. Because we are constantly spending all of our income, so if we spend a ton of it on a project right now, it means we're not spending on another project we could do instead.

Like, it would be an objectively bad idea to spend five dice at 20 R/die on a project whose sole effect was to pay back 5 RpT of income. Because we could have done something else big with those dice and those Resources, something more impactful, instead.

That's fair and all, but: If we spend 100R to gain +10 RpT, than while it would take ten turns for it to break even on investment, we'll also have ten (and more) turns where on each turn we can activate another die, or upgrade a die to working on more expensive projects. +10 RpT gives us more capability to do stuff than we had before.

Compare that to a 25R project that gives +5 RpT. (And let's say they both cost the same amount of dice.) It only takes 5 turns to pay itself back, but it's not as often going to allow another die to be activated, or a more expensive project to be done.
You're right, but only if you throw the opportunity cost of the 100 R project down the oubliette. Because we could have done something else with those dice and Resources besides gaining +10 RpT, and it will take some time before the benefits we get elsewhere from occasionally being able to afford to activate another die with the +10 RpT offset the expenditure on the 100 R project.

Arguably... it will take roughly the same length of time it'd take for the project to pay back its own Resource cost, since Resource cost tends to be a rough proxy for how valuable and impactful a project is.

@Ithillid is there any reason for orbital military projects that we couldn't use orbital die for it? or maybe have a system similar to marv where if we put one or 2 mil die on it then we can use orbital die?
Our Orbital dice are so heavily overstrained right now that we're basically committed to spending Free dice on orbital anyway for practically every turn until the end of the Plan.

The way we use Orbital dice to contribute to Military projects is by spending the Orbital dice on Orbital projects, freeing up Free dice that we don't have to spend as quasi-mandatory 'extras' to finish our space project commitments at the end of the Plan.
 
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So, a little less meme-y: Using the predicted Q4 bonuses, (+26 to Military +5 to Stations for +31 total,) here's our completion chances for rushing out all four phases of OSRCT:

-[] Q4 Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 11 dice 220R 2%, 12 dice 240R 13%, 13 dice 260R 39%, 14 dice 280R 68%, 15 dice 300R 88%, 16 dice 320R 97%

Keeping in mind we'll be able to go up to 14 dice after Philly completes. We could attempt to build all four phases of OSRCT stations in one turn, or failing that put enough dice to have a 99+% chance to complete the first three phases and make progress on the fourth. Compare this to Q3's completion chances and dice availability, where we could put up to 13 dice for a 15% completion chance:

-[] Q3 Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 3%, 13 dice 260R 15%, 14 dice 280R 38%, 15 dice 300R 65%, 16 dice 320R 85%, 17 dice 340R 95%

And of course, the less phases we want to push out in one go, the less dice it takes to do so. But then it wouldn't be a meme-plan, would it?

The best part of doing OSRCTs is they don't cost any overhead (no Energy costs, no Capital Goods required) to put troops overhead (in orbit). :V
EDIT:

Ohhh, this is for 2059Q4 and you're assuming BZHIS will be done or one die away from completion then! Got it, got it.
Yeah... second time this has happened, so I added a disclaimer to the post.
 
@Ithillid , can we use the Make Political Promises action to figure out what we can get for a promise and then vote on whether to take the deal? Because that makes it a much more attractive option overall to at least look into and investigate.
yes, that was always the way that it would work. There is an option to (at a cost) walk away from all of them, but there will be an array of options and you won't have to take all of them. Hence why Subvote.
 
...Maybe we shouldn't ask the political parties for favors on the eve of an election? There's only so much we can do in one turn, and the parties we make promises to might not be nearly as strong after the election. Plus it might seem a bit mercenary, going to them immediately the turn before things kick off. We could also do [] Interdepartmental Favors next turn, to get a look at what other parts of the GDI government want and try to find good deals there.
 
So, a little less meme-y: Using the predicted Q4 bonuses, (+26 to Military +5 to Stations for +31 total,) here's our completion chances for rushing out all four phases of OSRCT:

-[] Q4 Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 11 dice 220R 2%, 12 dice 240R 13%, 13 dice 260R 39%, 14 dice 280R 68%, 15 dice 300R 88%, 16 dice 320R 97%

Keeping in mind we'll be able to go up to 14 dice after Philly completes. We could attempt to build all four phases of OSRCT stations in one turn, or failing that put enough dice to have a 99+% chance to complete the first three phases and make progress on the fourth. Compare this to Q3's completion chances and dice availability, where we could put up to 13 dice for a 15% completion chance:

-[] Q3 Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 12 dice 240R 3%, 13 dice 260R 15%, 14 dice 280R 38%, 15 dice 300R 65%, 16 dice 320R 85%, 17 dice 340R 95%

And of course, the less phases we want to push out in one go, the less dice it takes to do so. But then it wouldn't be a meme-plan, would it?

The best part of doing OSRCTs is they don't cost any overhead (no Energy costs, no Capital Goods required) to put troops overhead (in orbit). :V
Depending on how things look in 2059Q4, I might actually support the Q4 version of that meme plan just to see what would happen, if it were otherwise attractive. :p

...Maybe we shouldn't ask the political parties for favors on the eve of an election? There's only so much we can do in one turn, and the parties we make promises to might not be nearly as strong after the election. Plus it might seem a bit mercenary, going to them immediately the turn before things kick off. We could also do [] Interdepartmental Favors next turn, to get a look at what other parts of the GDI government want and try to find good deals there.
I mean, we could.

But if we're interested in doing Columbia this plan, we might as well at least try to get something out of it to make it worth the trouble we'd go to. If we're not willing to do that, there's not a lot of point in us making any kind of intention to do it this plan, given that it would indeed disrupt our schedule and all that.

As to whether it'd be mercenary, well... kind of, but on the other hand, that's the kind of mercenary-ism that you get in real life government a lot. We're in a somewhat stronger position on Orbital than we expected to be back at plan start when we were hyperventilating and going "shit, can we do this at all," and we could maybe stretch to doing a bit more but it'd be a significant burden with real costs that would be felt elsewhere in Treasury's overall action economy.

Can we get a bit more to give a bit more? Say, an extension of the 2058 space mining income extension?
 
I like the suggestion that we complete all the airforce upgrades that might affect the Aurora at the same time as we do the Aurora deployment. What would that involve? Would the wingman drone help them? Is it JUST the wingman drone that supports them?
 
So, a little less meme-y: Using the predicted Q4 bonuses, (+26 to Military +5 to Stations for +31 total,) here's our completion chances for rushing out all four phases of OSRCT:

-[] Q4 Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 11 dice 220R 2%, 12 dice 240R 13%, 13 dice 260R 39%, 14 dice 280R 68%, 15 dice 300R 88%, 16 dice 320R 97%

I would 100% vote for this in Q4 unironically.
I would solo vote it.
In fact, I have actually made a version of this meme plan in the past before.
I would even settle going for only 3 phases at once instead of 4 if 4 is too much of a stretch.
 
So, a little less meme-y: Using the predicted Q4 bonuses, (+26 to Military +5 to Stations for +31 total,) here's our completion chances for rushing out all four phases of OSRCT:

-[] Q4 Orbital Strike Regimental Combat Team Stations (Phase 1+2+3+4) 0/1105 11 dice 220R 2%, 12 dice 240R 13%, 13 dice 260R 39%, 14 dice 280R 68%, 15 dice 300R 88%, 16 dice 320R 97%

I know this is a meme. But something like this could really pack a punch thematically. Pushing a force like that out that quick would catch nearly every Nod force off. Similar to the Bombers being pushed out.
 
Actually, rather than turn-by-turn resource throughput or time-to-payback, how about we look at ROI by end of plan. So, measure by how many more dice we'll be able to activate before the rest of the government eats our profit.

That sort of analysis would only really make sense for currently available projects, so that's whats below.
ProjectCurrent ProgressProgress TargetRpDMedian DiceTotal CostOther CostsRpTRpDIBEPPlan IncomeNet IncomeActivatable DiceNet DiceOther Benefits
T-Glass Foundries
117​
350​
15​
3​
45​
1 STU, 2 Energy
15​
5​
3​
135​
90​
7.95​
4.95​
None
Tiberium Prospecting Expeditions
2​
200​
5​
3​
15​
None
5​
1.67​
3​
45​
30​
2.65​
-0.35​
None
Tiberium Vein Mines
5​
195​
20​
3​
60​
1 Capital Goods
25​
8.33​
3​
225​
165​
13.25​
10.25​
1 Yellow Mit
Yellow Zone Tiberium Harvesting
2​
375​
20​
5​
100​
None
7.5​
1.5​
14​
67.5​
-32.5​
3.97​
-1.03​
3 Yellow Mit
Red Zone Tiberium Harvesting
29​
130​
25​
2​
50​
None
15​
7.5​
4​
135​
85​
7.95​
5.95​
1 Red Mit
Red Zone Containment Lines
54​
200​
25​
2​
50​
None
12.5​
6.25​
4​
112.5​
62.5​
6.62​
4.62​
2 Red Mit
Railgun Harvester Factories
0​
70​
10​
1​
10​
2 Energy, 1 Labor
5​
5​
2​
45​
35​
2.65​
1.65​
None
Lunar Rare Metals Harvesting
0​
170​
20​
3​
60​
None
5​
1.67​
12​
45​
-15​
2.65​
-0.35​
None
Lunar Regolith Harvesting
50​
340​
20​
5​
100​
None
15​
3​
7​
135​
35​
7.95​
2.95​
None
Lunar Heavy Metals Mines
0​
395​
20​
6​
120​
None
20​
3.33​
6​
180​
60​
10.6​
4.6​
None
S-MARV (YZ 6a)
182​
210​
20​
1​
20​
None
15​
15​
2​
135​
115​
7.95​
6.95​
3 Mit

This was a really good analysis to run as it shows that Lunar Heavy metals Mines are a really good source of extra dice, comparable to T-Glass Foundries and Red Zone Tiberium Harvesting/Containment Lines without the economic factor cost and military cost respectively.

Notes:
-Average dice cost of 16.98198198 R is taken from @TripleTango 's excellent GDI Dice Cost Analysis .
-Assumes projects are competed in Q3 2059 and have 9 turns of income.
-Net Dice is the Dice the income makes available minus the median dice to complete the project.
 
So, as a less immediately military Q4 memeplan, assuming we complete BZHIS, Philly, and this phase of Continuous Cycle Fusion with no rollover (a pessimistic assumption)
HI:
4 HI dice to Continuous Cycle Fusion, for a 68.9% chance of completion
1 HI die + 7 Free dice to Nuuk, with a 97.8% chance of completing Nuuk 1+2, with an average of 628.
That would allow Q1 to complete Nuuk 3 at 6 dice 47%, 7 dice 82.7%, 8 dice 96.9%

Just because we have so many things waiting on more capital goods.
 
"If you encounter a unit you can't identify, fire one round over their heads so it won't hit anyone.
"If the response is a fusillade of rapid, precise rifle fire, they're Turian.
"If the response is a general charge they're Krogan."
"If the response is getting a rock tossed at you, they're Asari"
"If the response is a hailstorm of plasma they're Initiative"
"And if you got shot first, they're Salarian." (edited)

and if it is Chimeraguard's quest
"If you have no fucking idea what they just responded with, they're NOD."
"If the response is an Ion Storm, they're Scrin."

That sort of analysis would only really make sense for currently available projects, so that's whats below.
ProjectCurrent ProgressProgress TargetRpDMedian DiceTotal CostOther CostsRpTRpDIBEPPlan IncomeNet IncomeActivatable DiceNet DiceOther Benefits
T-Glass Foundries
117​
350​
15​
3​
45​
1 STU, 2 Energy
15​
5​
3​
135​
90​
7.95​
4.95​
None
Tiberium Prospecting Expeditions
2​
200​
5​
3​
15​
None
5​
1.67​
3​
45​
30​
2.65​
-0.35​
None
Tiberium Vein Mines
5​
195​
20​
3​
60​
1 Capital Goods
25​
8.33​
3​
225​
165​
13.25​
10.25​
1 Yellow Mit
Yellow Zone Tiberium Harvesting
2​
375​
20​
5​
100​
None
7.5​
1.5​
14​
67.5​
-32.5​
3.97​
-1.03​
3 Yellow Mit
Red Zone Tiberium Harvesting
29​
130​
25​
2​
50​
None
15​
7.5​
4​
135​
85​
7.95​
5.95​
1 Red Mit
Red Zone Containment Lines
54​
200​
25​
2​
50​
None
12.5​
6.25​
4​
112.5​
62.5​
6.62​
4.62​
2 Red Mit
Railgun Harvester Factories
0​
70​
10​
1​
10​
2 Energy, 1 Labor
5​
5​
2​
45​
35​
2.65​
1.65​
None
Lunar Rare Metals Harvesting
0​
170​
20​
3​
60​
None
5​
1.67​
12​
45​
-15​
2.65​
-0.35​
None
Lunar Regolith Harvesting
50​
340​
20​
5​
100​
None
15​
3​
7​
135​
35​
7.95​
2.95​
None
Lunar Heavy Metals Mines
0​
395​
20​
6​
120​
None
20​
3.33​
6​
180​
60​
10.6​
4.6​
None
S-MARV (YZ 6a)
182​
210​
20​
1​
20​
None
15​
15​
2​
135​
115​
7.95​
6.95​
3 Mit

This was a really good analysis to run as it shows that Lunar Heavy metals Mines are a really good source of extra dice, comparable to T-Glass Foundries and Red Zone Tiberium Harvesting/Containment Lines without the economic factor cost and military cost respectively.

Notes:
-Average dice cost of 16.98198198 R is taken from @TripleTango 's excellent GDI Dice Cost Analysis .
-Assumes projects are competed in Q3 2059 and have 9 turns of income.
-Net Dice is the Dice the income makes available minus the median dice to complete the project.

So what I'm hearing is, we should pivot into Heavy Metal Mines immediately after Philadelphia, not at the end of the Plan like @Simon_Jester was thinking.
 
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So what I'm hearing is, we should pivot into Heavy Metal Mines immediately after Philadelphia, not at the end of the Plan like @Simon_Jester was thinking.

It has its downsides, its a lot more progress and dice up front than the other option of going Rare Metal and Regolith Harvesting to get the 6 lunar mines goal. We also would need the processing capability for the Heavy Metals, ie: Enterprise. Currently the processing is only good for the first mine, thats it.

Progress for Rare Metal Mines / Regolith Harvesting = 0/325 Progress ~5 dice median, 50/1360 Progress ~18 dice: total ~23 dice
Progress for Heavy Metals Mines= 0/2220 Progress ~32 dice
If we did Heavy Metals Mines it would increase our dice requirement in Orbital from 56 to 65, an increase in resource costs of 180 R for the 9 additional die, and a free die commitment of 15 instead of 6. It would (assuming we had the processing) give us 120 RpT instead of 70 that the Rare Metal Mines and Regolith Harvesting option does.

Also we don't know if we need the processing available to get the R or if it stockpiles and the reserve is processed when we have available processing. Similar to how if we build tib containment we could tollerate going over our processing cap. Which would make sense, its not like metal ore degrades in space.

If that is the case you are right in that if we want to go for Heavy Metal Mines we should do it before Enterprise. There is an argument to be made that we should do the mines before Enterprise in any event as the main benefits are metal processing (which is less a priority if light/heavy metals can stockpile) and Station cost reduction (we would want to finish our other Orbital commitments prior to doing any additional stations anyway).
 
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