[X] Plan Tiberium and Transportation
-[X] infra
--[X] Urban Metros (Phase 3) 39/150 2 dice 30R 75%
-[X] HI 4 dice
--[X] Saarland Heavy Industrial Plant 154/350 1 HI + 1 Tib 20R 21%
--[X] Heavy Rolling Stock Plants 0/250 3 dice 30R 18%
-[X] Tiberium 4 +1 free
--[X] Red Zone Tiberium Harvesting (Phase 5+6) 22/260 2 dice 50R 9%
--[X] Tiberium Glacier Mining (Phase 5+6) 68/360 3 dice 90R 29%
-[X] Mil
--[X] Shell Plants (Phase 1) 123/150 1 die 10R 96%
--[X] Remote Weapons System Development Predator 0/40 1 die 10R 83%
-[X] Bureaucracy 3 + 4 free dice
--[X] Focus Reallocation
---[X] Heavy Industry
---[X] Tiberium
---[X] Light and Chemical Industry
--[X] Recruitment Drives 6 dice
240/240
5/5 free dice

A plan focused on boosting income this and the next turn by working on both Saarland for the refining and rolling stock plants for logistics. Both are not needed till next turn so both get the minimal dice needed for them to have a chance of completing. I think orbital cleanup can wait till we can afford more dice there are only a limited amount of stages so I prefer permanent income from glacier mining.
This plan tries to get two glacier mines this turn or the next that will provide 40-60R each.
 
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Hmm. Here's a layout of options for consumer goods production and what they'll have in associated costs.​

NOTES:

1) Some projects have important ancillary effects. For example, the North Boston Chip Fabricator's Stage Four expansion looks like a very inefficient project from the perspective of pure consumer goods maximization; this is because it is primarily a capital goods project with the consumer goods output being a secondary effect.

2) I seriously considered putting an estimated resource cost column in the table, but... @Ithillid helped me out, so thanks! I did that.

3) Note that we have two separate but related goals here. One is to massively increase overall consumer goods output, as per the plan promises. The other is to 'surge' consumer goods output in the near future so that the parties friendly to us don't get hit by a meteor when the election arises.

So we need BOTH quick cheap projects that can be completed in the next 6-7 quarters tops (such as Personal Vehicle Factories, Personal Appliance Factories, and the Services options)... and long-term projects that are ultimately very productive but also expensive and that cannot reasonably be completed until the last year of the Plan.
Option
Resources
(points/die)​
Progress Needed
Consumer Goods
Progress/Goods
Resource
per Goods
Ancillary Effects
Infrastructure
BZ Arcologies
15/die​
450​
+4​
112.5​
27​
+8 Hous, -2 Energy.
Mainly for Housing.
Fiber-Optic Expansion
20/die​
240​
+4​
60​
19.2​
+2 Logistics
Heavy Industry
Personal Vehicle Factories
10/die​
250​
+8​
31.25​
5​
-4 Energy
North Boston Stage 4
15/die​
1132​
+8​
141.5​
33.96​
+16 CapGoods
-4 Energy
Tokyo Chip Fabricator (var.)
15+/die​
>>125​
+??​
??​
??​
Mostly ConGoods.
Probably big.
Tokyo (to lvl 2)
15(?)/die
375 (?)​
+2 (?)​
187.5 (?)​
45​
Projected.
Tokyo (to lvl 3)
15(?)/die
875 (?)​
+10 (?)​
87.5 (?)​
21​
Projected.
+4 Capital? -4 Energy?
Tokyo (to lvl 4)
15(?)/die
1875 (?)​
+26 (?)​
72.11 (?)​
17.3​
Projected.
+12 Capital?
-8 Energy?
Light Industry
Personal Electronic
Appliance Factories
10/die​
180​
+4​
45​
7.2​
-4 Energy
YZ Light Industrial Sectors
10/die​
400​
+8​
50​
8​
-2 Ene, -2 CapGoods
BZ Light Industrial Sectors
10/die​
350​
+8​
43.75​
7​
-2 Ene, -1 CapGoods
Personal Pharma. Plants
15/die​
180​
+2​
90​
21.6​
+1 Health
Civil Clothing Factories
10/die​
200​
+4​
50​
8​
-1 Energy
Unlocks a project
Edinburgh Motor Plant
15/die​
125​
+2​
62.5​
15​
-1 Ene, +1 CapGoods
Agriculture
Expansive Aqua. Campaigns
10/die​
600​
+2​
300​
48​
+8 Food. Mostly for food
YZ Aquaponics (Stage 3)
10/die​
78​
+1​
78​
12.48​
+1 Food, -2 Water
Vertical Farming Projects
15/die​
250​
+4​
62.5​
15​
+4 Food, -2 Energy
Organic Textile Farms
10/die​
100​
+2​
50​
8​
Locked by CCF above
Agricultural Processing
Plants (Stage 1)
10/die​
200​
+4​
50​
8​
-2 Food, -1 Energy
Ranching Domes
20/die​
250​
+8​
31.25​
10​
-4 Food, -2 Energy
SPACE
GDSS Enterprise (Phase 3)
30/die​
332​
+1​
332​
53.12
(w/fusion)​
+1 CapGoods. Better phases later?
Services
Virtual Reality Arcades
10/die​
250​
+8​
31.25​
4.03​
-1 CapGoods, -4 Energy
Multi-Use Stadium Program
10/die​
100​
+2​
50​
6.45​





Also, I had a few thoughts and questions...

[ ] Orbital Cleanup (Phase 1)
With orbital recycling capacity now in place, GDI can begin ripping apart the near century of orbital debris. While some will be set aside due to historical interest, many are little more than convenient sources of high grade materials, ranging from parts of the original Philadelphia, to communications and spy satellites
(Progress 0/100: 15 resources per die) (Opens new Space Projects) (20-30 resources) (shuttle)
:D Ahh, and there's the ascended version of the project. Likely to wind up being close to resource-neutral even if we spend two dice on it, as seems fairly likely.

[ ] 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)
Hm. Sounds nice... but we can't do it without more capital goods. No wonder the military wanted capital goods targets.

[ ] Reclaimator Hubs
While Massive Armored Reclamation Vehicles proved themselves on the field of battle in the Third Tiberium War, they are difficult to construct and maintain in the field in significant numbers. By establishing regional hubs, MARV units can harvest and process more Tiberium, allowing for more units to be supported. (Blue Zone 1-19, Yellow Zone 1-6 ABC, Red Zone 1-8, North South) (Progress 0/125: 20 resources per die) (Contributes to plan goal)
-[ ] Reclaimator Hub Blue Zone 1 (Progress 39/125)
I'm a bit shaky on how Reclamator Hubs work, by the way. Does building a hub count as building a MARV fleet, or is there a separate project to build the MARV fleet associated with any given hub?

[ ] Blue Zone Microgeneration Program (Phase 1)
With existing power needs met, there are many teams of engineers not being used. While microgeneration is inefficient from a power grid standpoint, and the program is unlikely to ever amount to substantial power from the perspective of the grid as a whole, it can be extremely meaningful from a personal standpoint. When the grid breaks down, as happened in the Third Tiberium War, widespread microgeneration, such as rooftop photovoltaic arrays or wind turbines, can substantially harden the grid, allowing for power to be routed to important facilities, such as Tiberium Processing centres and factories.
(Progress 0/60: 5 resources per die)
Everyone? I think there's a hidden benefit to this.

Insurance against blackouts. If we hit an energy deficit at some point and the power grid can't keep everything supplied for one reason or another, this is likely to reduce the political impact of the ensuing brownouts and blackouts. Remember over in USSR Plan Quest where Malenkov gets in trouble when a blackout killed hospital patients? This gives us the opposite of that. People will still be pissed, but less pissed.
 
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Hmm. Here's a layout of options for consumer goods production and what they'll have in associated costs.
Useful chart, but shouldn't the second-to-last column be Progress/Goods?
I'm a bit shaky on how Reclamator Hubs work, by the way. Does building a hub count as building a MARV fleet, or is there a separate project to build the MARV fleet associated with any given hub?
Each Hub, once built, spawns a project to build the MARV fleet.

Also, we currently have a +12 on Orbital, so with Fusion dice, Orbital Cleanup is on average a bit above break-even if we do 2 dice/turn. Once we get Unions, we can do 3 dice/turn at 10R. Unless rolls are cursed, we shouldn't lose income on it. One phase should at least pay for the next.
 
I'm a bit shaky on how Reclamator Hubs work, by the way. Does building a hub count as building a MARV fleet, or is there a separate project to build the MARV fleet associated with any given hub?
There is the hub, and then a separate action to build the MARV fleet, Which can range between 130 and 230 depending on which version of the MARV you pick to build.
 
Useful chart, but shouldn't the second-to-last column be Progress/Goods?
Yes. Yes it should. Nice catch.

Also, we currently have a +12 on Orbital, so with Fusion dice, Orbital Cleanup is on average a bit above break-even if we do 2 dice/turn. Once we get Unions, we can do 3 dice/turn at 10R. Unless rolls are cursed, we shouldn't lose income on it. One phase should at least pay for the next.
By the way, do you have a breakdown of our pluses on all the different categories? If I had those in hand I might be OCD enough to try coming up with an estimated resource cost for the projects I just tabulated above.
 
By the way, do you have a breakdown of our pluses on all the different categories? If I had those in hand I might be OCD enough to try coming up with an estimated resource cost for the projects I just tabulated above.
There is an up to date one on the current status threadmark.

Edit:
Bonuses
If not mentioned +12
Tiberium +32
Military +7
Services +27
And I am going to repost them here. These are current as of Q1 2054.
 
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So it seems to me that we still need to be cultivating +Capital Goods and +Energy options, both to meet consumer goods targets and for the military factories we promised to build... But in the short run we need to parlay our massive energy surplus from the end of the previous Plan into +Consumer Goods.

This is a bit of a problem, because two of our most attractive options (one short-term, one long-term) for +Consumer Goods are using the same Heavy Industry dice we need for our best +Energy and +Capital Goods options. Those options are Personal Vehicle Factories and probably the Tokyo Chip Fabricator, respectively, to be clear.

Useful chart, but shouldn't the second-to-last column be Progress/Goods?
Yes. Yes it should. Nice catch.

Also, we currently have a +12 on Orbital, so with Fusion dice, Orbital Cleanup is on average a bit above break-even if we do 2 dice/turn. Once we get Unions, we can do 3 dice/turn at 10R. Unless rolls are cursed, we shouldn't lose income on it. One phase should at least pay for the next.
By the way, do you have a breakdown of our pluses on all the different categories? If I had those in hand I might be OCD enough to try coming up with an estimated resource cost for the projects I just tabulated above.

There is the hub, and then a separate action to build the MARV fleet, Which can range between 130 and 230 depending on which version of the MARV you pick to build.
Which kind of dice do we build MARVs with? Tiberium, or something else?
 
By the way, do you have a breakdown of our pluses on all the different categories? If I had those in hand I might be OCD enough to try coming up with an estimated resource cost for the projects I just tabulated above.
You can use the numbers in the following post, which I'll get to updating later tonight. Just pick the first dice/resource cost that has over 50% completion chance. For example, Blue Zone Arcologie should on average cost 7 dice and 105 resources, so it's 1.75 dice per Consumer Good and 26.25 resources per Consoom. Edit: That said, progress/goods is a good enough estimate, and your chart is good and helpful.
Here's the probability array I've been working on using the previews on the Discord. I'm not going to be around soon, so I haven't had time to double-check everything and a few numbers I haven't done yet. (There may be mistakes.) I'll fix it up and update the threadmarked version when I return later today.
Infrastructure 6 dice +12
-[] Blue Zone Arcologies (Phase 1) 0/450 5 dice 75R 3%, 6 dice 90R 20%, 7 dice 105R 52%, 8 dice 120R 79%, 9 dice 135R 93%
-[] Yellow Zone Fortress Towns (Phase 2) 70/200 2 dice 40R 60%, 3 dice 60R 92%
-[] Yellow Zone Fortress Towns (Phase 2+3) 70/400? 4 dice 80R 14%, 5 dice 100R 49%, 6 dice 120R 80%, 7 dice 140R 95%
-[] Yellow Zone Arcologies (Phase 1) 0/170 2 dice 30R 25%, 3 dice 45R 74%, 4 dice 60R 95%
-[] Rail Link Reconstruction (Phase 2) 40/200 2 dice 30R 32%, 3 dice 45R 80%, 4 dice 60R 97%
-[] Blue Zone Residential Construction (Phase 3) 8/180 2 dice 20R 23%, 3 dice 30R 72%, 4 dice 40R 95%
-[] Blue Zone Duplex Row Housing (Phase 2) 23/180 2 dice 20R 35%, 3 dice 30R 81%, 4 dice 40R 97%
-[] Urban Metros (Phase 3) 39/150 1 die 15R 17%, 2 dice 30R 75%, 3 dice 45R 97%
-[] Fiber-Optic Expansion 0/240 3 dice 60R 24%, 4 dice 80R 67%, 5 dice 100R 91%
Heavy Industry 3 dice +12
-[] Blue Zone Power Grid Reconstruction (Phase 4) 18/500 10R/die
-[] Fusion Power Prototype 0/200 2 dice 40R 8%, 3 dice 60R 52%, 4 dice 80R 87%, 5 dice 100R 98%
-[] Blue Zone Microgeneration Program (Phase 1) 0/60 1 die 5R 68%, 2 dice 10R 98%
-[] Yellow Zone Power Grid Extension (Phase 2) 74/275 2 dice 10R 8%, 3 dice 15R 52%, 4 dice 20R 86%, 5 dice 25R 98%
-[] Heavy Rolling Stock Plants 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Personal Vehicle Factories 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] North Boston Chip Fabrication (Phase 4) 64/1200 15 dice 225R 5%, 16 dice 240R 15%, 17 dice 255R 31%, 18 dice 270R 51%, 19 dice 285R 70%, 20 dice 300R 84%, 21 dice 315R 93%
-[] Tokyo Chip Fabricator (Phase 1) 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
-[] Tokyo Chip Fabricator (Phase 1+2) 0/325 4 dice 60R 16%, 5 dice 75R 52%, 6 dice 80R 82%, 7 dice 95R 95%
-[] Helsinki C-35 Factories 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
-[] Kure Machine Works 0/300 3 dice 45R 2%, 4 dice 60R 28%, 5 dice 75R 66%, 6 dice 90R 90%
-[] Saarland Heavy Industrial Plant 154/350 1 HI + 1 Tib 20R 21%, 2 HI + 2 Tib 40R 97%
-[] Blue Zone Heavy Industrial Sectors 0/500 6 dice 150R 6%, 7 dice 175R 27%, 8 dice 200R 57%, 9 dice 225R 81%, 10 dice 250R 94%
-[] Union Class Construction Yard 0/180 2 dice 40R 18%, 3 dice 60R 67%, 4 dice 80R 92%
Light and Chemical Industry 3 dice +12
-[] Chemical Precursor Plants 36/200 2 dice 30R 29%, 3 dice 45R 77%, 4 dice 60R 96%
-[] Personal Electric Appliances Factories 0/180 2 dice 20R 18%, 3 dice 30R 60%, 4 dice 40R 92%
-[] Yellow Zone Light Industrial Sectors 0/400 5 dice 50R 14%, 6 dice 60R 45%, 7 dice 70R 75%, 8 dice 80R 92%
-[] Blue Zone Light Industrial Sectors 0/350 4 dice 40R 7%, 5 dice 50R 37%, 6 dice 60R 71%, 7 dice 70R 91%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 18%, 3 dice 45R 60%, 4 dice 60R 92%
-[] Civil Clothing Factories 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Edinburgh Electric Motor Plant 0/125 1 die 15R 3% (Note: Completion here requires an omake bonus), 2 dice 30R 64%, 3 dice 45R 94%
Agriculture 3 dice +12
-[] Perennial Aquaponics Bays 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Expansive Aquaponics Campaigns 0/600 7 dice 70R 3%, 8 dice 80R 15%, 9 dice 90R 40%, 10 dice 100R 67%, 11 dice 110R 87%, 12 dice 120R 95%
-[] Yellow Zone Aquaponics Bays (phase 3) 2/80 1 die 10R 50%, 2 dice 20R 93%
-[] Yellow Zone Aquaponics Bays (phase 3+4) 2/160? 2 dice 20R 32%, 3 dice 30R 80%, 4 dice 40R 97%
-[] Vertical Farming projects 0/250 3 dice 45R 18%, 4 dice 60R 60%, 5 dice 75R 88%, 6 dice 80R 98%
-[] Organic textiles farms 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
-[] Agricultural Processing Plants (Phase 1) 0/200 2 dice 20R 8%, 3 dice 30R 52%, 4 dice 40R 87%, 5 dice 50R 98%
-[] Ranching Domes 0/250 3 dice 60R 18%, 4 dice 80R 60%, 5 dice 100R 88%, 6 dice 120R 98%
Tiberium 6 dice +32
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 3 dice 45R 2%, 4 dice 60R 38%, 5 dice 75R 83%, 6 dice 90R 98%
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 2 dice 40R 4%, 3 dice 60R 58%, 4 dice 80R 95%
-[] Intensification of Yellow Zone Harvesting (Phase 3) 54/100 1 die 15R 100%
-[] Red Zone Tiberium Harvesting (Phase 5) 22/130 1 die 25R 40%, 2 dice 50R 96%
-[] Red Zone Tiberium Harvesting (Phase 5+6) 22/260 2 dice 50R 9%, 3 dice 75R 68%, 4 dice 100R 97%
-[] Red Zone Tiberium Harvesting (Phase 5+6+7) 22/390 4 dice 100R 35%, 5 dice 125R 82%, 6 dice 150R 98%
-[] Red Zone Containment Lines (Phase 1) 0/180 2 dice 50R 18%, 3 dice 75R 67%, 4 dice 100R 93%
-[] Red Zone Containment Lines (Phase 1+2) 0/360? 4 dice 100R 5%, 5 dice 125R 32%, 6 dice 150R 66%, 7 dice 175% 72%, 8 dice 200R 97%
-[] Tiberium Glacier Mining (Phase 5) 68/180 1 die 30R 36%, 2 dice 60R 95%
-[] Tiberium Glacier Mining (Phase 5+6) 68/360 3 dice 90R 29%, 4 dice 120R 82%, 5 dice 150R 98%
-[] Red Zone Sweeper Convoys 0/120 1 die 20R 28%, 2 dice 40R 92%
-[] Tiberium Processing Plants (Phase 1) 0/200 2 dice 60R 32%, 3 dice 90R 89%, 4 dice 120R 99%
-[] Tiberium Processing Plants (Phase 1+2) 0/400? 4 dice 120R 18%, 5 dice 150R 66%, 6 dice 180R 94%
Orbital Industry 3 dice +12
-[] GDSS Philadelphia II (Phase 1) 0/100 1 die 20R+ 28%, 2 dice 40R+ 82%, 3 dice 60R+ 98%
-[] GDSS Philadelphia II (Phase 1+2) 0/300 3 dice 60R+ 2%, 4 dice 80R+ 28%, 5 dice 100R+ 66%, 6 dice 120R+ 90%
-[] GDSS Colombia and Shala - Same as above.
-[] GDSS Enterprise (Phase 3) 68/400 4 dice 80R+ 13%, 5 dice 100R+ 48%, 6 dice 120R+ 79%, 7 dice 140R+ 94%
-[] Expand Orbital Communications Network (Phase 2) 29/150 1 die 10R+ 7% (Note: Completion here requires an omake bonus), 2 dice 20R+ 68%, 3 dice 30R+ 95%
-[] Orbital Cleanup (Phase 1) 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Near Body Survey Probes 0/50 1 die 10R+ 78%, 2 dice 20R+ 99%
-[] Inner System Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Asteroid Belt Survey Probes 0/100 1 die 10R+ 28%, 2 dice 20R+ 82%, 3 dice 30R+ 98%
-[] Outer System Survey Probes 0/300 3 dice 30R+ 2%, 4 dice 40R+ 28%, 5 dice 50R+ 66%, 6 dice 60R+ 90%
Services 3 dice +27
-[] Technical School Program 211/300 1 die 5R 54%, 2 dice 10R 98%
-[] Boarding School Foundations 0/250 2 dice 20R 2%, 3 dice 30R 49%, 4 dice 40R 90%
-[] Childcare and Preschool programs 0/230 2 dice 10R 8%, 3 dice 15R 63%, 4 dice 20R 96%
-[] Educational MultiMedia Initiatives 0/300 3 dice 15R 16%, 4 dice 20R 67%, 5 dice 25R 94%
-[] Expand Local Public Media Operations 0/150 2 dice 20R 68%, 3 dice 30R 98%
-[] Virtual Reality Arcades 0/250 3 dice 30R 18%, 4 dice 40R 60%, 5 dice 50R 88%, 6 dice 60R 98%
-[] Multi Use Stadium Program 0/100 1 die 10R 28%, 2 dice 20R 82%, 3 dice 30R 98%
Military 3 dice +7
-[] Wartime Factory Refits 0/350 20R/die
-[] ASAT Defense System (Phase 3) 3/250 30R/die
-[] Reclaimator Hubs 0/125 2 dice 50R 55%, 3 dice 75R 89%, 4 dice 100R 98%
-[] Reclaimator Hub Blue Zone 1 39/125 1 die 25R 37%, 2 dice 50R 85%, 3 dice 75R 98%
Zone Operations Command
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Zone Suit Factories 0/75 1 die 15R 48%, 2 dice 30R 90%
Air Force
-[] Apollo Fighter Factories 0/70 1 die 15R 53%, 2 dice 30R 92%
-[] Harbinger Gunship Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Orca Refit Package Development 0/40 1 die 15R 83%, 2 dice 30R 99%
Space Force
-[-] Orbital Strike Regimental Combat Team Station 0/250 3 dice 90R 11%, 4 dice 120R 47% 5 dice 150R 79%, 6 dice 180R 94%
-[] High Orbit Ion Cannons 0/75 1 die 48%, 2 dice 60R 90%
Ground Forces
-[] Remote Weapons System Development Predator 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Universal Rocket Launch System Development 0/40 1 die 15R 83%, 2 dice 30R 99%
-[] Shell Plants (Phase 1) 123/150 1 die 10R 96%
-[] Shell Plants (Phase 1+2) 123/300? 2 dice 20R 14%, 3 dice 30R 58%, 4 dice 40R 88%, 5 dice 50R 98%
-[] Railgun Munitions Development 0/60 1 die 15R 63%, 2 dice 30R 96%
-[] Ablat Plating Development 0/70 1 die 10R 53%, 2 dice 20R 92%
Navy
-[] Governor Class Cruiser Development 0/40 1 die 15R 83%, 2 dice 30R 99%
-[] Hydrofoil Shipyards 0/100 1 die 15R 23%, 2 dice 30R 76%, 3 dice 45R 96%
-[] Point Defense Refits 0/300 4 dice 40R 18%, 5 dice 50R 52%, 6 dice 60R 80%, 7 dice 70R 94%
Steel Talons
-[] Titan Mark 3 Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Wolverine Mark 3 Deployment 0/150 2 dice 30R 32%, 3 dice 45R 77%, 4 dice 60R 95%
-[] Advanced Myomer Works 0/125 2 dice 20R 55%, 3 dice 30R 89%, 4 dice 40R 98%
-[] Mastodon Heavy Assault Walker Development 0/40 1 die 10R 83%, 2 dice 20R 99%
-[] Havoc Scout Mech Development 0/40 1 die 10R 83%, 2 dice 20R 99%
Bureaucracy 3 dice +12
-[] Security Reviews: DC60 1 die 68%, 2 dice 98%
-[] Recruitment Drives DC 200 2 dice 8%, 3 dice 52%, 4 dice 87%, 5 dice 98%
-[] Expand Strategic Planning Apparatus 0/100 1 die 28%, 2 dice 82%, 3 dice 98%
Extras
-[] Yellow Zone Fortress Towns (Phase 2+3+4) 70/600? 6 dice 120R 2%, 7 dice 140R 16%, 8 dice 160R 43%, 9 dice 180R 71%, 10 dice 200R 89%
-[] Yellow Zone Arcologies (Phase 1+2+3) 0/510? 6 dice 90R 5%, 7 dice 105R 23%, 8 dice 120R 53%, 9 dice 135R 78%, 10 dice 150R 92%
-[] Tokyo Chip Fabricator (Phase 1+2+3) 0/825 10 dice 15R 2%, 11 dice 165R 10%, 12 dice 180R 28%, 13 dice 195R 51%, 14 dice 210R 73%, 15 dice 225R 87%, 16 dice 240R 95%
-[] Red Zone Containment Lines (Phase 1+2+3) 0/540? 6 dice 150R 2%, 7 dice 175R 13%, 8 dice 200R 38%, 9 dice 225R 67%, 10 dice 250R 86%, 11 dice 275R 96%
-[] Tiberium Glacier Mining (Phase 5+6+7) 68/540 5 dice 150R 25%, 6 dice 180R 70%, 7 dice 210R 94%
-[] GDSS Philadelphia II (Phase 1+2+3) 0/700 9 dice 180R+ 8%, 10 dice 200R+ 26%, 11 dice 220R+ 51%, 12 dice 240R+ 74%, 13 dice 260R+ 89%, 14 dice 280R+ 96%
-[] GDSS Enterprise (Phase 3+4) 68/1200 15 dice 300R+ 5%, 16 dice 320R+ 16%, 17 dice 340R+ 33%, 18 dice 360R+ 53%, 19 dice 380R+ 71%, 20 dice 400R+ 84%, 21 dice 420R+ 93%
-[] Shell Plants (Phase 1+2+3) 123/450? 4 dice 40R 8%, 5 dice 50R 36%, 6 dice 60R 68%, 7 dice 70R 88%, 8 dice 80R 97%
Last Security Review
Military 2 turns ago 53Q2
Tiberium 4 turns ago 53Q1
Light/Chem 6 turns ago 52Q4
Services 7 turns ago 52Q3
Heavy Ind 8 turns ago 52Q2
Bureaucracy 10 turns ago 51Q3
Orbital 14 turns ago 50Q3
Agriculture 14 turns ago 50Q3
Infrastructure 15 turns ago 50Q2
 
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I have two jobs as a QM. Write updates and facilitate engagement. This is the latter.
Edit: Also, Tokyo is pretty much an inverted form of Boston. So you get a split of cap and con goods, but this time favoring con.
Good to know, but for my purposes, that just confirms what I already thought- the Tokyo fabricator is a black box that costs an unknown but large amount of resources and churns out an unknown but large amount of consumer goods, along with, as you say, much-needed capital goods.

You can use the numbers in the following post, which I'll get to updating later tonight. Just pick the first dice/resource cost that has over 50% completion chance. For example, Blue Zone Arcologie should on average cost 7 dice and 105 resources, so it's 1.75 dice per Consumer Good and 26.25 resources per Consoom. Edit: That said, progress/goods is a good enough estimate, and your chart is good and helpful.
In the event, I decided to fall back on old physics classes and calculate an expectation value.

In particular, to go with "resource cost to roll a decimal number of dice equal to the expected number required for completion."

For instance, for a 250-point project where we have a +12 bonus, our average dice roll is 50.5 + 12 = 62.5. Thus, we would expect to roll 250/62.5 = 4 dice, and the resource cost is quadruple whatever the per-die activation cost is.

This had the virtue of letting me plug numbers straight from the existing table into a formula without having to look up a second table.

These numbers will inherently be estimates, but that would be the case anyway since it makes a huge difference to how costly a project is if it completes with two dice or four, and either are very much a possibility with our crazy luck and omakes in play.



Aaanyway. I'm looking over my table with an eye to resource-efficiency, because our budget will remain tight through much of the Plan and is especially tight now at exactly the time we need to complete some cheap Consumer Goods projects to keep public opinion of Treasury high prior to the upcoming election. This is stuff we want to have finished in the next 4-6 turns, ideally, so it had better be cheap.

Personal Vehicle Factories: Eats about 4 heavy industry dice and costs -4 Energy, but gives us +8 Consumer Goods at an expected 5 Resources per Goods point.

Virtual Reality Arcades: Burns Service dice on which we have a major bonus. Costs -4 Energy and painfully -1 Capital Goods, but gives us +8 Consumer Goods for even less, with a probable cost of about 4 Resources per Goods point, due to the good odds of finishing with only three dice.

...

Other attractive options with expected Resource/ConGoods figures in the range of about 6.5 to 8 include:

Multi-Use Stadium Program,
Agricultural Processing Plants if we can spare the food,
Civil Clothing Factories, costing minimal but nonzero Energy and unlocking a second similarly attractive project.
Personal Electronic Appliance Factories, another -4 Energy hog but good in its role.
BZ Light Industrial Sectors, which are slightly more Resource and far more Capital Goods efficient than...
YZ Light Industrial Sectors, which are a Plan promise and now we see why they were a sacrifice to promise because of the inefficiency.

If we completed most of these projects by the time of the election, we'd easily overrun the remaining Consumer Goods deficit, but at the cost of eating up most of the Energy surplus we ran up at the end of the previous Plan, in turn forcing us to build more power plants to run the military factories we promised to build.
 
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So we have a few loops for the new plan.
We trade energy for capital goods and then trade capital goods for consumer goods.
One Blue Zone Power Production Campaign gives us enough energy (16) for two Heavy Industrial Sectors which then give us 8 Capital Goods. Factory refits need 16 Capital Goods.
And strangely enough, I'm tempted to build Stage 4 of North Boston. While it would use more dice it would probably be cheaper resource wise and use a ton less energy while giving us all the Capital Goods we need..
 
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Are the Personal Vehicle Factories and the Edinburgh Electric Motor Plant linked in any way? Just wondering since one builds electric cars and the other builds various electric motors.
 
My personal recommendations list for eating up the Consumer Goods shortage before the election (scratching the backs of all those Developmentalist politicians who have been so good to us) is:

Stadiums (+2)
Civil Clothing Factories (+2 +4) (-1 Energy)
Organic Textile Farms (+2) (optional extra, very attractive if we've already done CCF)
Personal Vehicle Factories (+8) (-4 Energy)
Yellow Zone Light Industrial Sectors (+8) (-2 Energy) (-2 Capital Goods)

That lets us wipe out the deficit by adding +22 to +24 Consumer Goods, while consuming relatively minimal amounts of Resources, less than a third of the current Energy surplus, and -2 Capital Goods that we can readily compensate for in other areas during the same timeframe (about six turns) by various means. It also fulfills one of our main promises to the Yellow List, so it's a thing we would have done anyway.

Why are the leading plans passing up the resources from Orbital Clean-up?
Because it's a "spend money to make money" option and we're so hard up for money that doing so is a tricky proposition.

Are the Personal Vehicle Factories and the Edinburgh Electric Motor Plant linked in any way? Just wondering since one builds electric cars and the other builds various electric motors.
It's possible that building the Edinburgh plant would make it easier to build more Personal Vehicle Factories faster. But since the Personal Vehicle Factories option is already quite cheap and attractive, much more so than most of the other ways that we could 'surge' Consumer Goods before the election...

Well, my recommendation is that we probably shouldn't wait on Edinburgh to start building car factories, unless we're planning to do Edinburgh right the hell now in the next 1-3 quarters.
 
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