Here's this turn's updated projects and stuff:
-[] Integrated Cargo System 695/800 1 die 15R 44%, 2 dice 30R 97%

-[] Continuous Cycle Fusion Plants (Phase 4) 76/300 2 dice 40R 12%, 3 dice 60R 70%, 4 dice 80R 97%
-[] Continuous Cycle Fusion Plants (Phase 4+5) 76/300 5 dice 100R 4%, 6 dice 120R 30%, 7 dice 140R 70%, 8 dice 160R 93%
-[] Blue Zone Heavy Industrial Sectors Done

-[] T-Glass Foundries (Stage 2) 55/350 3 dice 45R 13%, 4 dice 60R 60%, 5 dice 75R 91%

-[] Strategic Food Stockpile Construction (Phase 2) 38/150? 1 die 10R 27%, 2 dice 20R 88%, 3 dice 30R 99%

-[] Tiberium Processing Refits (Phase 3) 3/100 1 die 20R 55%, 2 dice 40R 99%
-[] Tiberium Processing Refits (Phase 3+4) 3/200 2 dice 40R 42%, 3 dice 60R 94%
-[] Tiberium Processing Refits (Phase 3+4+5) 3/300 3 dice 60R 46%, 4 dice 80R 92%
-[] Offshore Tiberium Harvester Stations (Phase 3) 67/200 1 die 20R 19%, 2 dice 40R 90%
-[] Liquid Tiberium Power Cell Deployment (Phase 1) 41/140 1 die 20R 53%, 2 dice 40R 99%
-[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 2 dice 40R 12%, 3 dice 60R 75%, 4 dice 80R 98%

-[] GDSS Philadelphia II (Phase 5) Done
-[] Study Novel Material Done


-[] Prosthetics Deployment Initiatives (Phase 4) 146/320 2 dice 40R 49%, 3 dice 60R 94%
-[] Early Prototype General Artificial Intelligence Development Done

-[] Wartime Factory Refits (Phase 3+4) Done

-[] Reclamator Fleet YZ-10 South (S-MARVs) 184/210 1 die 20R 100%
--Alt: 1 Bureau die 20R 90%
-[] Long Range Sensor System Deployment (Phase 2) 118/300 2 dice 50R 36%, 3 dice 75R 88%, 4 dice 100R 99%
-[] Orca Refit Deployment 151/200 1 die 15R 92%
-[] Aurora Strike Bomber Factory (Oslo) Done
-[] Aurora Strike Bomber Factory (Anchorage) Done

-[] Orbital Strike Regimental Combat Team Stations (Phase 1) 55/220 2 dice 40R 61%, 3 dice 60R 97%
-[] Orbital Strike Regimental Combat Team Stations (Phase 2) 55/415 3 dice 60R 2%, 4 dice 80R 35%, 5 dice 100R 81%, 6 dice 120R 98%

Also, here's next turn's dice and dice bonuses. (Q1 will add +1 to everything but Orbital and Tiberium, which will go up by +3 due to the Students penalty expiring.)

Infrastructure 6 dice +33
Heavy Industry 5 dice +28
Light and Chemical Industry 5 dice +23
Agriculture 4 dice +23
Tiberium 7 dice +36
Orbital Industry 6 dice +23
Services 5 dice +28
Military 8 dice +25
Bureaucracy 4 dice +23
 
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I'm for a bit of mining before we get to work on either. We've got a lot of fresh dice from Philadelphia and we need more income to activate them all (or at least activate them all and get them to work on the projects that we actually want/need to be doing rather than just the ones that are cheap.)
 
I haven't done the exact numbers on how many dice are needed.

If I put a die towards a non-T-Glass project in LCI, it'd be the Macrospinners for the Cap Goods + Energy + Zone Suit Discount (mostly the Zone Suit Discount and Cap Goods.)

EDIT: Derpmind's calcs say 4 dice is okay, so I'll put 1 die on the Reykjavik Macrospinner.
Another thing: we only have one more phase of Offshore Harvesting left. Maybe cut back a die on that.

May I suggest...Visceroid research?
 
The big problem we have is that we Dream big and are brought down to reality when we get low to normal results. Much of our planning phases are we aim as high as we can and are contentish when we miss those. It works but it consistently feels bad when we miss deadlines because a roll was to low.

Or that the payout was not as impressive as could have been.

Mhm, 'shoot for the stars, if you miss you might land on the moon' is a wonderful saying and all, but when we consistently burn up in the atmosphere maybe we should stop shooting so high. :V

Whatever the case, I hope we at least finished ICS, or I have a terrible feeling that NOD is going to do that logistics chain rush we've been worried about for turns now.
 
We should also develop tarberrys as well. If they can generate energy they might be worth doing at some point.

Probably not soon though. It's Kudzu time.
 
May I suggest...Visceroid research?
I understand not wanting to spend Capital Goods, but I feel as though vein mining should also be more of a priority after offshore harvesting: subterranean Tiberium deposits are quite a problem, and there are apparently some under Blue Zones. Focusing on these instead of another method of harvesting might prevent the military from being stressed further (and is more profitable than any other option).
 
I understand not wanting to spend Capital Goods, but I feel as though vein mining should also be more of a priority after offshore harvesting: subterranean Tiberium deposits are quite a problem, and there are apparently some under Blue Zones. Focusing on these instead of another method of harvesting might prevent the military from being stressed further (and is more profitable than any other option).

That is a really good point, from a narrative perspective. If we expand our mining operations downwards we don't have to expand our military coverage nearly as much as we would expanding outwards. Could better concentrate our forces and maybe even stop the constant back and forth of 'expand military, thin military by expanding, repeat' that we've been trapped in.
 
That is a really good point, from a narrative perspective. If we expand our mining operations downwards we don't have to expand our military coverage nearly as much as we would expanding outwards. Could better concentrate our forces and maybe even stop the constant back and forth of 'expand military, thin military by expanding, repeat' that we've been trapped in.
If you consider the narrative (vein mining is mainly robotic), pushing Nuuk would also be helpful. This isn't just about "number go up"... but the Capital Goods wouldn't hurt.
 
I wonder, could pushing Bergen improve our energy production options? Say, BZ Power Production Campaigns using fusion reactors.
 
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Preliminary Four Year Plan Required Dice as of the start of Q4 2059.
Infrastructure Projects
Infrastructure still requires the completion of one more phase of Arcologies and four phases of Karachi.

Required Projects:
-Complete at least one more phase of Blue Zone Arcologies: 1/650 Progress ~8 dice median
--Requires 2 Energy
--Provides 4 Consumer Goods towards goal

-Complete at least four phases of Karachi Planned City: 0/975 Progress ~12 dice median (Can use Tib dice)
--Requires 10 Labor
--Provides 12 Logistics

Semi Required Projects:
-None

Infrastructure Total = 20 dice
54 Infrastructure dice for the rest of the Plan, 34 dice available, no free dice required.
Heavy Industry Projects
Heavy Industry does not have anything that is explicitly required by the Plan, however, the most progress efficient way to provide sufficient Capital Goods for the Plan Goal is via the Nuuk Heavy Robotics Foundry. It is possible to achieve the Capital Goods Plan Goal with a combination of other less Energy expensive options, though it likely that some of Nuuk will be needed regardless. Nuuk will require a significant expenditure of Energy, additionally the Military factories in the Plan will require a phase of Fusion Plants all on their own

Any questions please ask.

Required Projects:
-None

Semi Required Projects:
-Nuuk Heavy Robotics Foundry Phase 1-4 0/2400 Progress, ~31 dice median
--Requires 7 Labor
--Requires 20 Energy
--Provides 52 Capital Goods

-Continuous Cycle Fusion Plant Phase 4: 76/600 Progress, ~7 dice median
--Provides 32 Energy

Total Heavy Industry = 38 dice
45 Heavy Industry dice for the rest of the Plan, 7 dice available, 0 free dice required
Agricultural Projects
Agriculture requires the deployment of Wadamalaw Kudzu, the completion of Perennials Phase 3, and the increase of Food Reserve to 20 points.

Required Projects:
-Complete at least two phases of Wadamalaw Kudzu Plantations: 0/450 Progress ~6 dice
--Provides 6 Consumer Goods

-Complete Perennials Phase 3: 207/350 Progress ~2 dice median
--Provides 4 Food over 16 Turns
--Provides 16 Consumer Goods over 16 Turns

-Food: 20 points in reserve: Currently 10, need 10
--Strategic Food Stockpile Construction Phase 2: 38/150 ~2 dice median
---Requires 4 Food
---Provides 2 Food in reserve
--Extra Large Food Stockpiles: 1 die 100%
----Requires 16 Food
---Provides 8 Food in reserve

Semi Required Projects:
-Freeze Dried Food Plants: 0/200 ~3 dice median (Increases efficiency of Strategic Food Stockpile Construction and Extra Large Food Stockpiles)
--Note: Currently we have 21 Food and will be getting 3 more from Perennials minimum before the end of the plan, and potentially another 2 more if we finish Perennials Phase 3 in the next 3 turns. This means we will have 24 Food min by the end of the plan, and we could technically not complete Freeze Dried Food, but we wouldn't have much of a reserve.

Agricultural Total = 14
36 Agricultural Dice for the rest of the Plan, 22 dice available, no free dice required.
Tiberium Projects
It is required that Tiberium dice be expended for the Income and Abatement goals. Tiberium is also the source of the most efficient means of achieving our Processing goal, Tiberium Processing Plants. It is technically possible to achieve the processing goal by completing the Chicago Planned City, or by completing Phase 4 of the same along with Tiberium Processing Refits. However, the later is 5 times as much progress as the Tiberium Processing Plants, while the former is 8 times as much. Still because it's possible, Tiberium Processing Plants is technically only Semi Required.

Required Projects:
-Income and Abatement: we would want some combination of various Tiberium Harvesting/Containment projects as they give both, we will meet those two goals as even if we pursue either the more Income or the more Abatement focused options exclusively. With 155 additional RpT and 19 Mitigation required, either path would cost ~29 dice median to complete both targets, less if we followed a more balanced strategy. No matter which path is pursued, it will require the expenditure of some combination of Capital Goods, Logistics, and Energy.

Semi Required Projects:
-Processing: 380 points
--Tiberium Processing Plants: 20/200 Progress ~2 dice median
---Requires 4 Energy
---Requires 3 Logistics
---Provides 600 Processing

Tiberium Total = 31
63 Tiberium Dice for the rest of the Plan, 32 dice available, no free dice required.
Orbital Projects
Orbital requires completion of Enterprise and 6 lunar mines.

-Complete GDSS Enterprise: 0/2300 Progress ~27 dice median
--Provides 2300 Progress to Station Goal
--Provides 4 Capital Goods
--Provides 4 Consumer Goods

-Stations: 1910 Points
--Enterprise provides 2300, no further station investment is required

-Complete at least six phases of Space Mines:
--2 Rare Metals Mines and 4 Lunar Regolith Harvesting (Philadelphia II is completed): 0/325 Progress ~4 dice median, 50/1360 Progress ~15 dice
---Requires 2 Rare Metal Nodes
---Provides +10 RpT and +8 Light Metals (60 RpT with Processing)
---Note: If additional Rare Metal Nodes are found we could proceed with a cheeper alternative:
----All Rare Metals Mines (Assuming Philadelphia II is completed): 0/945 Progress ~11 dice median
-----Requires 6 Rare Metal Nodes, only 2 currently found
-----Provides +30 RpT

Semi Required Projects:
-None

Orbital Total = 46
54 Orbital Dice for the rest of the Plan, 8 dice available, no free dice required.
Military Projects
Military requires multiple single die projects to complete along with a few more extensive projects such as OSRCT.

Required Projects:
-Complete ASAT Phase 4: 36/220 Progress ~3 dice median
-Prototype Plasma Weapons Development: 0/60 Progress 1 die 85%
-Develop Tactical Ion Cannons: ??? Not Yet Available (I think this requires Tactical or Prototype Plasma Weapon Development from the flavor text, probably 1 die)
-General Military Total = 5 dice

Space Force
-Complete OSRCT Phase 4: 55/1105 Progress ~14 dice median
-Space Force Total = 14 dice

Ground Forces
-Complete at least two more phases of URLS production: 105/400 Progress ~4 dice median
--Requires 4 Energy
-Complete at least two more phases of Shell Plants: 27/300 Progress ~4 dice median
--Requires 2 Energy
-Railgun Munitions Development: 0/60 Progress 1 die 81%
-Complete at least two more phase of Ablative Armor: 45/400 Progress ~5 dice median
-Ground Forces Total = 14 dice

Steel Talons
-Develop Mastodon: 0/30 Development 1 die 100%
-Deploy Mastodon: ??? Not Yet Developed (Going by Havoc Deployment, will cost ~3 dice median)
--Going by Havoc Deployment will require 4 Energy
-Deploy Havoc Seol 92/110 1 die 100% (Will Auto Deploy by Q1 2060)
--Requires 2 Energy
-Tactical Plasma Weapon Development 0/40 1 die 100%
-Steel Talons Total = 5 dice

Semi Required Projects:
-None

Military Total = 38 dice
72 Military dice for the rest of the Plan, 34 dice available, no free dice required.
Economic Targets/Factors
-Energy: 8 current, 4 in reserve
--2 used by Blue Zone Arcologies
--4 used by Tiberium Processing Plants
--20 used by Nuuk heavy Robotics Foundry for Capital Goods Goal
--4 used by ULRS
--2 used by Shell Plants
--4 used by Mastodon Deployment
--2 used by Havoc Deployment
--32 provided by Continuous Cycle Fusion Plants see Heavy industry Considerations
--Net 2

-Logistics:‌ 7
--12 provided by Karachi
--3 used by Tiberium Processing Plants
--Net 16

-Food:‌ 17, 10 in reserve, 20 required in reserve
--See Agricultural Projects

-Health: 11, 2 consumed by emergency refugee healthcare
--Not effected by Plan

-Capital Goods: Current 5, must produce 39 for plan
--4 provided by Enterprise
--52 provided by Nuuk Heavy Robotics Foundry Phase 1-4, see Heavy Industry Projects
--Net 61

-Consumer Goods: 28 current, must produce 89 (18) for plan
--Blue Zone Arcologies provides 4
--Wadmalaw Kudzu Plantations provides 6
--Perennials will provide an amount by the end of the plan equal to the quarters remaining when Phase 3 is finished (currently 9)
--Enterprise provides 4
--Net 80 (4) remaining (up to 8 provided by Perennials Phase 3 if finished this turn)
--Will not need any additional Consumer Goods investment unless Perennials Phase 4 is finished after Q4 2061

-Labor: 38, +4 per turn
--10 used by Karachi
--7 used by Nuuk Heavy Robotics Foundry
--Unknown when Labor gains from prosthetics will expire (Currently +3 per turn)
--Net 24+

-Income: 225 Points
--Lunar Mines provides 10 RpT min, 70 RpT with Enterprise processing
--Tiberium
--Net 155 RpT required

-Abatement: 19 Points
--Tiberium

I've summarized the Economic Targets here as there are multiple ways to achieve them. I've noted the synergies between the Plan Goals as well. I've also placed them in the sections I feel they are most applicable.
Dice Required Summary
Infrastructure: 20, 0 free dice required
Heavy Industry: 38, 0 free die required
Agriculture: 14, 0 free dice required
Tiberium: 31, 0 free dice required
Orbital: 46, 0 free dice required
Military: 38, 0 free dice required
Free Total: 0 free dice required
63 free dice for the rest of the plan, 63 free dice available.
Notes:
-All dice estimates are calculated based on the present respective die bonus.
-The total dice numbers at the bottom of each section are the dice requirements for the Required and Semi Required Projects combined.
-Required Projects are those that must be completed for the Plan, or are otherwise far and above to the other options, in which case an explanation is provided as to the logic.
-Semi Required Projects are those that should be completed, but are not technically mandatory for the completion of the Plan. These projects provide efficient methods to achieve the economic targets or otherwise reduce/mitigate the costs of the other required and semi required projects.

Any questions/comments are welcome.
 
Can we toss a dice at the Talons plasma gun project? It's a plan goal and it's unlikely to require a deployment. And given how tech RnD works the sooner we get it done the sooner it can start background ticking to being improved.
 
2 questions regarding the rolls

1 Will we get a boost to future Ai rolls as a result of the experience gained from this turn

2 Will the overflow on the Aurora bomber factories give us any benefits like faster rollout or increased Aurora production
 
I think that the Reserve Capital Goods project would take away our surplus after all other projects affecting that rating are counted. So, we'll have a score of 0 CapGoods after that, but it wouldn't cause us to go negative. However, that would put a dedicated stream towards refilling the reserve stockpiles we emptied earlier.

We're currently still at +5, ICS and Orcas will drop that to +2, I believe.
 
Does the increase to lunar mines apply retroactively, or should we focus on pushing out Enterprise before them?

There was some discussion on if Light/Heavy metals stockpiled previously, but I never got a clear answer.

Speaking of the Lunar Mines, I'm going to make an argument that we shouldn't pursue the minimum requirement of taking the regolith mines over the Heavy Metal ones.

There are three kinds of lunar mines we can currently build:
Rare metals: these provide 5 RpT. There are only 2 phases of these currently.
Heavy Metals: these provide 2 Heavy Metals per turn each, each heavy metal once processed is 10 R, so +20 RpT per mine once processed. There are 7 phases available with the first phase currently having available processing.
Regolith Harvesting: these provide 2 Light Metals per turn each, each light metal once processed is 7.5 R, so +15 RpT per mine once processed.

The minimum required for the Plan is doing 2 phases of Rare metals and 4 phases of Regolith Harvesting as that is the cheapest progress cost to complete the 6 lunar mines Goal.

However, I personally believe we should do heavy metals instead of regolith.

First we wouldn't need more Enterprise processing for the first phase, and would get +20 RpT if we decided to do some mines before Enterprise.

Second, Heavy Metal mines and rare metal mines seem to reduce the progress cost of future lunar mines (15 progress for Rare, 10 for Heavy Metal) making it cheaper to build more as we expand our Space infrastructure. We know that this occurs for mines in the same category, but it is unclear if it is applicable to all future lunar mines. If that is the case this would save us a lot of progress in the long run to the tune of 100 progress per future mine after finishing all current Rare and Heavy Metal mines.

Third, Heavy Metal mines will produce 5 RpT more than Regolith harvesting each. This means we would get +90 RpT with all Processing, instead of +70.

It will cost ~2 more dice median than Regolith harvesting, that is very affordable. Especially with the current dice glut from Philadelphia.
 
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