... Oh gods, that Military Factory Refit project. Considering our promise, yeah we absolutely need to hit = Capital Goods ASAP. I think we'll still want to complete Phase 1 Shell Factories first, but other than that we need to invest in the MARVs, development programs and all that before touching another military factory. At least not before we equalize capital goods.

Hey @Ithillid Would the Myomer Factory count for increasing the Factory Refit cost or is it something that's a military factory but doesn't fall under the 'constructed under wartime measures' the rest of our factories do?

Also, Heavy Industry is ABSLUTELY gaining one of our three focus dice when we shift them around. Same with Tiberium which just leaves the third...
 
Ok it's that fun Turn 1 of a new plan budget crunch time. We don't really have the logistical or refining capacity to plow every cent of the budget into max income generation but can still do quite a lot. This is calculated to probably run right up against our refining capacity (unless Saarland rolls well and finishes this turn which is possible just not something to count on). That's fine though because Saarland will definitely complete next turn to support further mining and if we go over the cap a little bit with good rolls this turn we're still getting +120R before we cap out which is nothing to sneeze at.

Besides the military getting their promised 20R, Tib mining and projects to support Tib mining, I just fit some cheap stuff in around the edges with what was left over. YZ pipelines, BZ microgeneration, and YZ power are all nice 5R projects that are a good way to get some more dice active during the crunch, although if people want to cut some of them to afford a 10R die on a consumer goods project or something let me know.

Foci are definitely up for discussion (besides Tiberium that one we obviously need forever), I'm thinking HI because we're going to need cap goods and also there's some nice consumer goods projects in there too, and Services because it's cheap enough that we can pretty reliably keep 4 dice active there every turn after the budget crunch is over. I was going to put a focus on the military because we're probably going to need more than 3 dice to hit our promises but with the factory refits guaranteeing at least one extra die and recruitment drives possibly helping I think the foci can stay on civilian sectors.

[] Plan Budget Crunch
Infrastructure (6 dice)
-[] Yellow Zone Pipelines, 1 die (5 Resources)
-[] Urban Metros (Phase 3), 2 dice (30 Resources)
Heavy Industry (3 dice)
-[] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
-[] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
Tiberium (4 dice + 3 Free)
-[] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[] Intensification of Yellow Zone Harvesting (Phase 3), 1 die (15 Resources)
-[] Red Zone Tiberium Harvesting (Phase 5), 3 dice (75 Resources)
-[] Tiberium Glacier Mining (Phase 5), 2 dice (60 Resources)
Services (3 dice)
-[] Technical School Program, 1 die (5 Resources)
Military (3 dice)
-[] Shell Plants (Phase 1), 2 dice (20 Resources)
Bureaucracy (3 dice + 2 Free)
-[] Recruitment Drives, 4 dice
-[] Focus Reallocation, 1 die
--[] Heavy Industry
--[] Tiberium
--[] Services
 
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We are going to need a lot of income to get our dice working again and glacier mines are how we are going to get that income. Each of those requires a Red Zone Tiberium Harvesting phase and 4 logistics so getting those so we can build more glacier mines next turn is the priority. The Heavy Rolling Stock Plants give both logistics and capital goods and will help get us to = in those if Saarland does not complete.
The army needs a shell plant even if it means paying for a refit later. The other required Mil dice goes into giving our tank a machine gun as we want capital goods at = before we build more Mil factories.

[] Plan Tiberium and Transportation
-[] infra
--[] Urban Metros (Phase 3) 39/150 2 dice 30R 75%
-[] HI 3+1 free
--[] Saarland Heavy Industrial Plant 154/350 1 HI + 1 Tib 20R 21%
--[] Heavy Rolling Stock Plants 0/250 3 dice 30R 18%
-[] Tiberium 5/5 +1 free
--[] Red Zone Tiberium Harvesting (Phase 5+6) 22/260 2 dice 50R 9%
--[] Tiberium Glacier Mining (Phase 5+6) 68/360 3 dice 90R 29%
-[] Mil
--[] Shell Plants (Phase 1) 123/150 1 die 10R 96%
--[] Remote Weapons System Development Predator 0/40 1 die 10R 83%
-[] Bureaucracy 3 + 3 free dice
--[ ] Focus Reallocation
---[ ] Heavy Industry
---[ ] Tiberium
---[ ] Light and Chemical Industry
--[ ] Recruitment Drives 5 dice
240/240
5/5 free dice
 
I don't support finishing any military factory this turn, including the Shell Plants. We have to consider that as long as we're in the negative on capital goods, we increase the cost of correcting our mistakes later with every factory we add. Put those two dice on naval refits or development projects or something!
 
I don't support finishing any military factory this turn, including the Shell Plants. We have to consider that as long as we're in the negative on capital goods, we increase the cost of correcting our mistakes later with every factory we add. Put those two dice on naval refits or development projects or something!
If we finish Saarland this turn, or something else to get out of the hole, we'll be okay on that.
 
[ ] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
Quick question. Have we actually completed our promise to the Space Force yet? I think so but I am not totally sure.

I don't support finishing any military factory this turn, including the Shell Plants. We have to consider that as long as we're in the negative on capital goods, we increase the cost of correcting our mistakes later with every factory we add.
The Fortress Towns require more shells for their fixed defenses now before Nod decides to really attacks them at any time.
 
I agree on all other factories, but the shell plants are absolutely critical and have been left for way too long already. We've got an ever-increasing number of guns deployed and the shell supply is only going to keep shrinking if we don't build the plants, right now we don't even have enough ammo for training much less intensive defense of fortress cities etc.

If we'd finished them last turn instead of rolling poorly the progress cost would have already been factored into the factory refits and nobody would even notice, I think the penalty for the shell plants is just the cost of doing business. We can't decide we want to deploy a whole bunch of field artillery and then just not get them any shells for years, this is the course we committed to.
 
[ ] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
Quick question. Have we actually completed our promise to the Space Force yet? I think so but I am not totally sure.


The Fortress Towns require more shells for their fixed defenses now before Nod decides to really attacks them at any time.
I understand that there's a fire to put out there, but it's one of our own creation and it can wait one turn. The world isn't gonna burn down because we focus on, I don't know, getting a hydrofoil yard begun in the meantime.
 
[ ] Limit Expansion: While the full program is far too extensive to be carried out, some of the proposed systems can be built and fielded. While far less than the military services actually want, the limits can be defended on fiscal grounds. (-5 PS) (Half of proposed programs must be attempted by end of Q4 2054)
Quick question. Have we actually completed our promise to the Space Force yet? I think so but I am not totally sure.
Yes, you completed that well before reallocation, and I think before the Forgotten conference.
 
[ ] Fusion Power Prototype

While I agree we should get our income up again first, we should make constant progress in fusion power related projects. Given nuclear reactors in Yellow Zones are a bit of a touchy subject, fusion power is a lot safer, as you cannot abuse them to produce weaponizeable fissile material.
 
So, we need to activate 2 Military dice, and we will want to do the Focus Reallocation, with at least one on Tiberium. And probably 4 dice on the Recruitment Drives.
Not worrying about the factories, since Saarland has a 97% chance of completion.
Also, dumping progress into Orbital Cleanup, because that will pay for itself.

[X]Plan Getting Started with Orbital
Infrastructure (5 dice) 2/5 dice, 30R
-[X] Urban Metros (Phase 3) 39/150 2 dice 30R 75%
Heavy Industry (4 dice) 2 dice, 40R
-[X] Saarland Heavy Industrial Plant 154/350 2 HI + 2 Tib 40R 97%
Light and Chemical Industry (3 dice)
Agriculture (3 dice)
Tiberium (4 dice) 4/4 + 3 free dice (2 for Saarland), 125R
-[X] Red Zone Tiberium Harvesting (Phase 5) 22/130 2 dice 50R 96%
-[X] Tiberium Glacier Mining (Phase 5) 68/180 2 dice 60R 95%
-[X] Intensification of Yellow Zone Harvesting (Phase 3) 54/100 1 die 15R 100%
Orbital (3 dice) (2 Fusion Dice) 2/3, 20R
-[X] Orbital Cleanup (Phase 1) 0/100 2 dice 20R 82%
Services (4 dice) 1/4, 5R
-[X] Technical School Program 211/300 1 die 5R 54%
Military (3 dice) 2/4 20R
-[X] Shell Plants (Phase 1) 123/150 1 die 10R 96%
-[X] Hydrofoil Shipyard (Duqm) 0/100 1 die 10R 23%
Bureaucracy (3 dice) 3/3, 2 free dice
-[X] Recruitment Drives 2 dice, 2 free dice
-[X] Focus Reallocation 1 die to activate
--[X]Heavy Industry
--[X]Tiberium
--[X]Services

240/240R

Edit: altered to cut some from Services, to finish YZ Intensification.
Also,
[X] Plan Budget Crunch (Guaranteed Saarland)
 
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Ok I think the moratorium's over, here's my plans. I made a variant that guarantees we get Saarland this turn if people are worried about cap goods/the processing cap. I had to drop all the 5R/die projects to get the extra 20 so that's the tradeoff, but if we really want the maximum income and cap goods possible that's the play. Also had to lose the focus reallocation this turn to get Saarland but honestly doing it next turn is perfectly fine, we can't use the dice this turn anyways, plus the recruitment drives will probably bring in some new dice as well.


[X] Plan Budget Crunch (Diversified)
Infrastructure (6 dice)
-[X] Yellow Zone Pipelines, 1 die (5 Resources)
-[X] Urban Metros (Phase 3), 2 dice (30 Resources)
Heavy Industry (3 dice)
-[X] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 1 die (5 Resources)
Tiberium (4 dice + 3 Free)
-[X] Saarland Heavy Industrial Plant, 1 die (10 Resources)
-[X] Intensification of Yellow Zone Harvesting (Phase 3), 1 die (15 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 5), 3 dice (75 Resources)
-[X] Tiberium Glacier Mining (Phase 5), 2 dice (60 Resources)
Services (3 dice)
-[X] Technical School Program, 1 die (5 Resources)
Military (3 dice)
-[X] Shell Plants (Phase 1), 1 die (10 Resources)
-[X] Point Defense Refits, 1 die (10 Resources)
Bureaucracy (3 dice + 2 Free)
-[X] Recruitment Drives, 4 dice
-[X] Focus Reallocation, 1 die
--[X] Heavy Industry
--[X] Tiberium
--[X] Services


[X] Plan Budget Crunch (Guaranteed Saarland)
Infrastructure (6 dice)
-[X] Urban Metros (Phase 3), 2 dice (30 Resources)
Heavy Industry (3 dice)
-[X] Saarland Heavy Industrial Plant, 2 dice (20 Resources)
Tiberium (4 dice + 4 Free)
-[X] Saarland Heavy Industrial Plant, 2 dice (20 Resources)
-[X] Intensification of Yellow Zone Harvesting (Phase 3), 1 die (15 Resources)
-[X] Red Zone Tiberium Harvesting (Phase 5), 3 dice (75 Resources)
-[X] Tiberium Glacier Mining (Phase 5), 2 dice (60 Resources)
Military (3 dice)
-[X] Shell Plants (Phase 1), 1 die (10 Resources)
-[X] Point Defense Refits, 1 die (10 Resources)
Bureaucracy (3 dice + 1 Free)
-[X] Recruitment Drives, 4 dice
 
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[X] Plan Budget Crunch (Diversified)

Though I'd prefer a light industry focus over services, it isn't a dealbreaker and we get a lot more things at least started here.
 
[X] Plan Budget Crunch (Guaranteed Saarland)

FINALLY solving cap goods shortage seems like a no brainer to me especially since

[ ] Wartime Factory Refits
GDI built or rebuilt a large number of factories under the exigencies of wartime production ranging from zone suits to pittbulls. By allocating more tooling, higher precision options, and higher degrees of automation, the build quality and output of nearly all of these factories can be significantly improved. As an additional benefit, bringing the factories into line will reduce the amount of administrative capacity that they consume, meaning that effort can be spared towards other goals.
(Progress 0/350: 20 Resources per die) (----- Capital Goods, ++ Energy) (+1d2 Military Dice) (Further construction of military factories before reaching = capital goods will increase progress costs)
 
@Derpmind
I went through the Probability Array, and here are the things I found that need to be fixed:

Infra:
[ ] Yellow Zone Pipelines (Progress 70/120: 5 resources per die) - entry missing
HI:
-[] Blue Zone Power Grid Reconstruction (Phase 4) 18/500 10R/die - is now [ ] Blue Zone Power Production Campaigns (Phase 1) - same numbers
Services
-[] Boarding School Foundations - have gone away
Military
-[] ASAT Defense System (Phase 3) 3/250 30R/die - should be 26/225
-Reclaimator Hubs are now 20 resources per die
-Zone Suit Factories are now 0/60
-Orbital Strike Regimental Combat Team Station is now (Progress 0/225: 30 Resources per die)
-High Orbit Ion Cannons 0/75 1 die 48% - missing cost of 30R
-Railgun Munitions Development - is now (Progress 0/60: 10 resources per die)
-Hydrofoil Shipyards are now 10R/die
-Point Defense Refits Progress is 0/250
-Wolverine Mark 3 Deployment is 10R/die
 
So, we need to activate 2 Military dice, and we will want to do the Focus Reallocation, with at least one on Tiberium. And probably 4 dice on the Recruitment Drives.
Not worrying about the factories, since Saarland has a 97% chance of completion.
Also, dumping progress into Orbital Cleanup, because that will pay for itself.

[X]Plan Getting Started with Orbital
Infrastructure (5 dice) 2/5 dice, 30R
-[X] Urban Metros (Phase 3) 39/150 2 dice 30R 75%
Heavy Industry (4 dice) 2 dice, 40R
-[X] Saarland Heavy Industrial Plant 154/350 2 HI + 2 Tib 40R 97%
Light and Chemical Industry (3 dice)
Agriculture (3 dice)
Tiberium (4 dice) 4/4 + 3 free dice (2 for Saarland), 110R
-[X] Red Zone Tiberium Harvesting (Phase 5) 22/130 2 dice 50R 96%
-[X] Tiberium Glacier Mining (Phase 5) 68/180 2 dice 60R 95%
-[X] Intensification of Yellow Zone Harvesting (Phase 3) 54/100 1 die 15R 100%
Orbital (3 dice) (2 Fusion Dice) 2/3, 20R
-[X] Orbital Cleanup (Phase 1) 0/100 2 dice 20R 82%
Services (4 dice) 2/4, 10R
-[X] Technical School Program 211/300 1 die 5R 54%
-[X] Childcare and Preschool programs 0/230 1 die, 5R
Military (3 dice) 2/4
-[X] Shell Plants (Phase 1) 123/150 1 die 10R 96%
-[X] Hydrofoil Shipyard (Duqm) 0/100 1 die 15R 23%
Bureaucracy (3 dice) 3/3, 2 free dice
-[X] Recruitment Drives 2 dice, 2 free dice
-[X] Focus Reallocation 1 die to activate
--[X]Heavy Industry
--[X]Tiberium
--[X]Services

240/240R

Edit: altered to cut some from Services, to finish YZ Intensification.
As you note above, hydrofoil shipyards are now 10R, your plan uses all the resources, but it *looks* like it uses 5 more than we have since you used the old numbers.
 
[X]PLAN SLOW OPEN
-[X] Yellow Zone Pipelines: 1 die, 5R
-[X] Urban Metros (Phase 3): 1 dice, 15R

-[X] Blue Zone Microgeneration Program (Phase 1), 1 dice 5R
-[X] Saarland Heavy Industrial Plant: 2+2 dice, 40 R

-[X] Civil Clothing Factories: 2 dice, 20R

-[X] Organic textiles farms 1 die, 10R

-[X] Red Zone Tiberium Harvesting (Phase 5): 1 die, 25R
-[X] Tiberium Glacier Mining (Phase 5): 2 die, 60R

-[X] Orbital Cleanup (Phase 1) 2 fusion dice: 20R

-[X] Technical School Program 1 die, 5 R
-[X] Childcare and Preschool programs 1 die, 5R
-[X] Educational MultiMedia Initiatives 1 die, 5R

-[X] Hydrofoil Shipyards
--[X] Busan-Ulsan Combined Port 1 die, 10R
-[X] Point Defense Refits 1 die, 10R

-[X] Recruitment Drives 3 die+2 free die

-[X] Focus Reallocation 1 free die
--[X] Heavy Industry
--[X] Tiberium
--[X] Services

My plan sheds the absolute focus on doing tiberium stuff in exchange for securing Saarland, getting some consumer goods started, laying a foundation for metros and various services.
 
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