That chip overflow is going to be real nice to let us do phase 3, pity the red zone failed as that was 10-20 R but our two high mitigation finished. Food is back to positive.

Edit- looking to next turn dice to finish red zone, and do more mitigation in tiberium, HI on Boston Phase 3 and possibly starting another cap good HI
 
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When you're talking about the 'blue zone rail links' the Hawks want to have done before this, do you mean Rail Link Reconstruction (Phase 1) or Urban Metros (Phase 3) ?
Rail Link Reconstruction. If you read the description, it is rebuilding these big trunk lines between the blue zones. Think Trans Siberian Railroad on steroids. YZ Reconstruction 3 would start linking yellow zone cities, and if the Blue Zone Rail Links are included, that would also connect to those.
So we need to complete this option before we can gain any more levels of Yellow Zone Intensification?
Yes. Right now most of your population is concentrated in big ish cities, and you need to start spreading the population out so that the commute is somewhat reasonable.
Does completing this give us access to more Tiberium harvesting options like Red Zone harvesting gives us access to Tiberium Glacier harvesting?
Mostly it acts as proof of concept for more hybrid Tiberium/Heavy Industry projects.
 
Rail Link Reconstruction. If you read the description, it is rebuilding these big trunk lines between the blue zones. Think Trans Siberian Railroad on steroids. YZ Reconstruction 3 would start linking yellow zone cities, and if the Blue Zone Rail Links are included, that would also connect to those.

Thanks. I wasn't sure if the Hawks were going to chuck a wobbly if we didn't complete Urban Metros as well.

By the way how many points will we need to complete Phase 3 of North Boston? 600?
 
By the way how many points will we need to complete Phase 3 of North Boston? 600?
It doubles each time. So yes, 600.
Typically for these kinds of big projects, and this applies to the space stations as well. Phase 1 is laying the groundwork/building the skeleton. Phase 2 opens operations, typically with fairly small bonuses attached. Phase 3 is opening operations seriously. Phase 4 is a fairly major upgrade package, and Phase 5 is generally a big refit/rework project that radically expands the scope of the setup.
 
its good to know that we now have 46% working against yellow zone tib growth. so maybe some of reclaimtion will start to happen. or at least a lot less rock formation.

little sad about the low roll for the lab but i can live with it!

good to know a lot of housing just got done.
 
Ten more points of abatement is very nice. Just 29 more points to go to complete the Plan.
I wonder if there will be more Blue Zone Tiberium projects if we ever get to the end of outposts and redoubts? Or if we'll just have to switch to projects to mitigate the Red Zones.

I'm very glad Yellow Zone security services, the comm satellites and railguns finished.
 
Rail Link Reconstruction (Phase 1) 184/300 Remaining Progress: 116
Run of River Campaigns 98/200 Remaining Progress: 102
Below average rolls here, but not so below average that it'll affect how many dice we'd likely spend to finish them. Overall ok results.
North Boston Chip Fabrication (Phase 2) 454/300
We rolled very well here. And 154 overflow is a seriously good result. That's about 3 dice off of completing Boston Phase 3. We could finish it next turn; 60% with 8 dice.
Blue Zone Perimeter Redoubts (Phase 2) 245/200
Blue Zone Perimeter Outposts (Phase 2) 150/150
Silly dice here. Redoubts rolled a 95 and a 96, while Outposts rolled exactly enough to finish.
Red Zone Tiberium Harvesting (Phase 3) 132/150 Remaining Progress: 18
Meanwhile, just 3 more points and this could have finished with an omake bonus.
 
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Yellow Zone Security Services 208/200

With yellow zone security complete we will likely need to invest in the yellow zones next turn so we are not simply perceived as an occupying force keeping the yellow zones in line without materially improving the lives of the people living there.
 
Yellow Zone Security Services 208/200

With yellow zone security complete we will likely need to invest in the yellow zones next turn so we are not simply perceived as an occupying force keeping the yellow zones in line without materially improving the lives of the people living there.

Security forces was the option that recruited locals to act as security, pulling out our military police. Before hand we had soldiers, now we have a "sympathetic local administration" aka a puppet. Besides I suspect that before the end of this 4 year plan there will be another level if yellow zone housing finished
 
Security forces was the option that recruited locals to act as security, pulling out our military police. Before hand we had soldiers, now we have a "sympathetic local administration" aka a puppet. Besides I suspect that before the end of this 4 year plan there will be another level if yellow zone housing finished

That's good with local recruits. And continuing housing. I was thinking of more like jobs and education and stuff, but we have been gradually doing that anyway so I suppose as long we keep acting as we are it'll work out.
 
I think we can manage the third stage of YZ infrastructure reconstruction and a round of fortress cities before the end of the Plan, and maybe if the capital goods crisis gets solved quickly enough we can get some actual industry going on out there that isn't sweatshops. The Yellow Zones are doing better than they have in decades just by virtue of us paying attention to them at all, but that's no excuse to slack off. We need to sustain pretty constant investment in the YZ's to develop some actual trust instead of wary acquiescence to the biggest warlord and prove this isn't just an election stunt.

It's also a very useful election stunt too though, I think making efforts to enfranchise as much of the Yellow Zones as possible before the next election would help pull some of the teeth that the Hawk-Free Market Sicko coalition currently opposed to us has (along with peeling off more moderate Hawks via continued military investment).
 
I think we can manage the third stage of YZ infrastructure reconstruction and a round of fortress cities before the end of the Plan, and maybe if the capital goods crisis gets solved quickly enough we can get some actual industry going on out there that isn't sweatshops. The Yellow Zones are doing better than they have in decades just by virtue of us paying attention to them at all, but that's no excuse to slack off. We need to sustain pretty constant investment in the YZ's to develop some actual trust instead of wary acquiescence to the biggest warlord and prove this isn't just an election stunt.

It's also a very useful election stunt too though, I think making efforts to enfranchise as much of the Yellow Zones as possible before the next election would help pull some of the teeth that the Hawk-Free Market Sicko coalition currently opposed to us has (along with peeling off more moderate Hawks via continued military investment).

I think meaningful yellow zone industry is gated behind Saarland and more yellow zone schools. Also personally in the short term I think closing the refugee camps will be better than giving people some jobs. And if it comes down to Saarland or obe of the spaceship yards we should get a 2nd fusion dice before the next plan starts, since we'll probably be taked with all the space force stuff we didn't do this time, and having a second dice would ve good for that.
 
Blue Zone Residential Construction (Phase 2) 208/200
Rail Link Reconstruction (Phase 1) 184/300 Remaining Progress: 116
Run of River Campaigns 98/200 Remaining Progress: 102

North Boston Chip Fabrication (Phase 2) 454/300
Blue Zone Aquaponics Bays 208/200

Blue Zone Perimeter Redoubts (Phase 2) 245/200
Blue Zone Perimeter Outposts (Phase 2) 150/150

Red Zone Tiberium Harvesting (Phase 3) 132/150 Remaining Progress: 18
Experimental Tiberium Treatment Labs 42/100 Remaining Progress: 58

Expand Orbital Communications Network (Phase 1) 179/150
Yellow Zone Security Services 208/200
Railgun Refits 169/150

Overall pretty successful turn
So, from completed projects, we get:
(- Labor, ++++ Housing)
( ++ Capital Goods - Labor)
(-- Labor ++ Food)
(small additional income trickle [5 Resources]) (5 points of yellow zone mitigation)
(small additional income trickle [5 Resources]) (5 points of Yellow Zone Mitigation)
OCN
United Yellow Zone happiness
Railguns!

Net of -4 Labor, +4 BZ Housing, +2 Capital Goods, +2 Food, +10R, +10 YZ mitigation. And other things we can't directly see.
Next turn:
Rail Links should just need 2 more dice, same with Run of River.
Heavy Industry: Boston Phase 3 should be 154/600, which... we should probably take 2 turns to do, so we can have free dice for other things.
LCI: hopefully 1 die on Toy plants, 2 on Chemical Precursors, if we can afford that.
Agriculture: Maybe Bamboo, because paper is not a bad thing to have, maybe biodomes or luxury aquaponics, lower-priority
1 die for RZ harvesting, and the Tiberium Labs, leaves 4 dice for further BZ/YZ projects.
Maybe start on an Orbital project? Depends on if we do Philly or Orbital Drop Regiments
Services... not sure, so many nice things here.
Military: either OSRCTD, or Field Artiller (possibly plus hydrofoil development)
Bureaucracy: either a security review, or Forgotten Band Outreach.
 
Yeah we've got a security review done on every sector now, we should keep it up and go back to keep hitting critical sectors for re-checks but now that we've done the full set once I think Bureaucracy can finally spare some dice for the Forgotten outreach
 
And the Tib rolls

Tiberium Spread
14.41 Blue Zone
32.00 Yellow Zone (46 points of mitigation)
53.59 Red Zone (20 points of mitigation

Tiberium Spread
14.20 Blue Zone
32.12 Yellow Zone (46 points of mitigation)
53.68 Red Zone (20 points of mitigation
Ithillid threw 2 100-faced dice. Total: 96
67 67 29 29
 
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No gains but also the Death Rocks are not going nuts either. I really wish we had better anti-Red Zone options atm, but we don't, so we'll need to keep slamming that YZ Mitigation button for awhile longer.
 
Next turn:
Rail Links should just need 2 more dice, same with Run of River.
Heavy Industry: Boston Phase 3 should be 154/600, which... we should probably take 2 turns to do, so we can have free dice for other things.
LCI: hopefully 1 die on Toy plants, 2 on Chemical Precursors, if we can afford that.
Agriculture: Maybe Bamboo, because paper is not a bad thing to have, maybe biodomes or luxury aquaponics, lower-priority
1 die for RZ harvesting, and the Tiberium Labs, leaves 4 dice for further BZ/YZ projects.
Maybe start on an Orbital project? Depends on if we do Philly or Orbital Drop Regiments
Services... not sure, so many nice things here.
Military: either OSRCTD, or Field Artiller (possibly plus hydrofoil development)
Bureaucracy: either a security review, or Forgotten Band Outreach.
Rail Links and Run of River are good things to follow up on, I would like some more housing if resource allocation supports it as we want to get people out of refugee camps and into permanent housing as quick as possible.

For HI I disagree with moving free dice away, Cap Goods shortage reduces our ability to act and we have a large chip shortage and lot of areas that extra chip production would help implement. Getting cap goods fixed is going to make some of our other projects easier as well so unless something very urgent comes up free dice should be placed in HI. It also means that we push the collapse further and further away until we resolve and avoid the collapse completely

For light- Toy Plants are a political non-starter and we have better options by far for consumer goods that are not so fraught with peril. I also would like to get to work on the lithium batteries to help our mil development to at least keep pace with NOD if not try and pull ahead. Chem Precursors are something to consider but I view investment in this category lower priority than other categories so only if we are dealing with 5 or 10 odd resources otherwise better to invest in other categories.

Agri-Bamboo is only for stopping cap good collapse and if we keep on investing in cap good production we should avoid that (as we finish cap good projects we push the collapse off). I would go for more food production or the lab and maybe 1 dice on luxury if we can spare the R.

Tib- Finish Red Zone Harvesting and put dice into more BZ/YZ projects which ones are dependent on what the options are next turn so agreement here

Orb- 1 fusion lift dice on Philly 2- it allows us to be flexible on mil dice and lets us, nets us some PS and finishing Phase 2 gives us a staging point for further orbital development plus the chance to move ASAT control off planet and out of NOD reach.

Services- I think 2 dice on secondary schools to start chipping away and 1 dice on one of the 2 consumer good options that also give PS, that is t 15 to 20 R a turn so affordable and this way we can expand schooling and get some consumer good production going.

Mil- 2 dice on field artillery and 1 dice on point defense or light hydro dev, field artillery may not finish but if it does with only 2 dice that means we get to make progress elsewhere, if not we finish field artillery nex term

Bureau- Forgotten Outreach is priority for me dependent on new options


Tib rolls- Not bad, some loss of blue zone and yellow zone but relatively low rolls overall. Hopefully we can get more mitigation going (and more red mitigation)
 
Toy plants are by far the most efficient consumer goods option available, what? A ++ for 5 more Resources is easily the cheapest and best trade on the board, and the political consequences have already happened. There's no -5 Political Support attached or anything, the Hawks and Free Market Sickos have already been driven into coalition, we might as well just finish it off and get some slight benefit to offset the already-inflicted penalties.
 
Personally I still prefer ORSCT over the Philadelphia, but hey, both have military benefits (although the Philadelphia has far less of one but gives PS instead), so as long as it's not the High Orbit Ion Cannons...
 
Toy plants are by far the most efficient consumer goods option available, what? A ++ for 5 more Resources is easily the cheapest and best trade on the board, and the political consequences have already happened. There's no -5 Political Support attached or anything, the Hawks and Free Market Sickos have already been driven into coalition, we might as well just finish it off and get some slight benefit to offset the already-inflicted penalties.
Toy plants are playing with political fire and also do not open up follow projects like some of the other options. Also we have already been told that 2 factions oppose them no reason to galvanize them more.

Luxury aquaponics gives more diverse food options which should increase happiness, the 2 under service also give PS and the publishing houses lets us push our propo to count NOD

Personally I still prefer ORSCT over the Philadelphia, but hey, both have military benefits (although the Philadelphia has far less of one but gives PS instead), so as long as it's not the High Orbit Ion Cannons...
Philly 2 does not use mil dice though which lets us be more flexible in how we spend the three we have each turn such as if we need more factories (as the military has expressed desire for more zone suits so 1 more zone suit factory would not be remiss) not to mention all the trials we need to do (navy, sonic artillery, steel talon projects). Also if we do not do any orbital during these final 5 turns it will be a bit into the next plan before we have the resources to do so and a relatively secure command and control hub is a good benefit. Plus from the information from the QM stage 2 Philly starts providing some benefits while stage 1 is just setup (so stage 2 gives bonuses beyond just 5 PS- though likely background boost to the military).
 
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