[X] Plan Containment + Steady Progress
-[X] Infrastructure 3/5 dice 60R
--[X] Fiber-Optic Expansion 0/240 3 dice 60R 24%
-[X] Heavy Industry 5/5 dice +1 free 60R
--[X] Blue Zone Power Production Campaigns (Phase 1) 193/500 6 dice 60R 92%
-[X] Light and Chemical Industry 3/3 dice 30R
--[X] Chemical Precursor Plants 36/200 2 dice 30R 29%
--[X] Security Reviews
-[X] Agriculture 2/3 dice 25R
--[X] Vertical Farming projects 0/250 1 die 15R 0%
--[X] Organic textiles farms 80/120 1 die 10R 88%
-[X] Tiberium 5/5 115R
--[X] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100%
--[X] Red Zone Containment Lines (Phase 2) 104/180 4 dice 100R 100% (92% Phase 3, 4% Phase 4)
-[X] Orbital Industry 2/3 dice 20R
--[X] Orbital Cleanup (Phase 1) 0/90 2 dice 20R 88% (18% Phase 2 if it's also 0/90.)
-[X] Services 4/4 30R
--[X] Childcare and Preschool programs 0/230 2 dice 10R 25%
--[X] Fashion development houses 0/225 2 dice 20R 10%
-[X] Military 5/5 dice +4 free 115R
--[X] Reclaimator Hub RZ 6 North 0/105 2 dice 40R 79%
--[X] Apollo Fighter Factories (Toronto) 0/70 1 die 15R 58%
--[X] Shell Plants (Phase 2) 31/300 5 dice 50R 81%
--[X] Hydrofoil Shipyards (Copenhagen) 0/100 1 die 10R 28%
-[X] Bureaucracy 3/3 dice
--[x] Security Reviews (Light and Chemical Industry) DC60 3 dice 99%

Total cost: 455/455R

This plan does stuff. I want RZ Containment Lines since they're currently our best way to increase income, and we can complete two phases this turn for between 20-30 RpT (25-40 RpT including YZ Intensification.) And we do need the RZ mitigation. Aside that, there are many projects here that have a reasonable chance to complete this turn, but any that don't will be easy to finish next turn.

[X] Plan Probe Away
 
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[X] Plan Research and Shells plus Advanced Myomer
Infrastructure (5 dice) 50
-[X] Blue Zone Arcologies (Phase 1) , 2 dice (30 Resources) 0%
-[X] Fiber-Optic Expansion , 1 dice (20 Resources) 0%
Heavy Industry (5 dice + 1 Free) 70
-[X] Blue Zone Power Production Campaigns (Phase 2), 5 dice (50 Resources) 71%
-[X] Fusion Power Prototype, 1 die (20 Resources) 0%
Light and Chemical Industry (3 dice) 20
-[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources) 0%
-[X] Security Reviews, 1 die
Agriculture (3 dice) 40
-[X] Organic textiles farms, 1 dice (10 Resources) 88%
-[X] Vertical Farming projects, 2 dice (30 Resources) 0%
Tiberium (5 dice) 75
-[X] Blue Zone Perimeter Fencing (Phase 4), 4 dice (60 Resources) 33%
-[X] Intensification of Yellow Zone Harvesting (Phase 4), 1 dice (15 Resources) 100%
Orbital (3 dice) 20
-[X] Orbital Cleanup (Phase 1), 2 dice (20 Resources) 88%
Services (4 dice) 70
-[X] NOD Research Initiatives, 2 Dice (60 Resources) 88%
-[X] Childcare and Preschool programs, 2 Dice (10 Resources) 25%
Military (5 dice + 4 Free) 110
-[X] Reclaimator Hub (RZ-6 North), 2 Dice (40 Resources) 79%
-[X] Shell Plants (Phase 2), 5 dice (50 Resources) 81%
-[X] Advanced Myomer Works, 2 dice (20 Resources) 55%
Bureaucracy (3 dice)
-[X] Security Reviews (LCI), 2 dice 98%

Resources Available: 455
Resources Used: 455
Resources Remaining: 0

[X] Plan Containment + Steady Progress
[X] Plan Probe Away
 
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[X] Plan Mil, YZ and Research

Although I'd prefer to have the Apollo factory to be in Valparaiso, considering it would be better for the South American thrust of our MARVs
 
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[X] Plan Research and Shells plus Advanced Myomer

It has what we need in the shells factories and blue zone fences. What I really like is that you've put dice into fusion, Nod research and Myomers. It's a good balance of immediate need, useful to have and future planning.

[X] Plan Probe Away
 
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Mechs are mostly stupid and overengineered mess for cpmbat (mechs for logistics are another entirely different matter)

The sheer maintainance costs makes them awful

Im fine with letting the talons starve in funding amd instead get tanks or better infantry
C&C doesn't go full Battletech, but it's a setting conceit that you are incorrect about the degree to which mechs are impractical.
And we did have the option to disband the Talons, and didn't take it. It's now too late, so we can either fund them, and get shiny new techs, or not, and deal with the consequences.

[X] Plan Containment + Steady Progress
[X] Plan Powering Up!
 
[X]Plan Myomer and probes
Infra 90R
-[X] Fiber-Optic Expansion 0/240 3 dice 60R 24%
Heavy Industry 5 dice + 1 free 60R
-[X] Blue Zone Power Production Campaigns (Phase 2) 6 Dice 60R 193/500 92%
LCI 3 dice 30R
-[X] Blue Zone Light Industrial Sectors 0/350 3 dice 30R
Agriculture 3 dice 30R
-[X] Perennial Aquaponics Bays 0/200 2 dice 20R 8%
-[X] Organic textiles farms, 1 dice 10R 88%
Tiberium 5 75R
-[X] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 die 15R 100%
-[X] Red Zone Containment Lines (Phase 1) 104/180 3 dice 25R 60%
-[X] Security Review 1 dice
Orbital 3 dice 20R
-[X] Orbital Cleanup (Phase 1) 0/90 1 die 10R 38%
-[X] Near Body Survey Probes 0/40 1 die 10R 88%
Services 4 dice 30R
-[X] Childcare and Preschool programs 0/230 2 dice 10R 25%
-[X] Expand Local Public Media Operations 0/150 2 dice 20R 82%
Military 5 dice + 4 free 105R
-[X] Advanced Myomer Works 0/125 2 dice 20R 55%
-[X] Hydrofoil Shipyards(Copenhagen) 0/100 1 die 10R 28%
-[X] Shell Plants (Phase 2) 31/300 5 dice 50R 81%
-[X] Apollo Fighter Factories(Toronto 0/70 1 die 15R 58%
Bureaucracy (3 dice )
-[X] Security Reviews(Tiberium), 3 dice

450/455

A lot of options are in most plans so I explain the ones that are not.
Near Body Survey Probes will include sending a probe to mars this will take most of a year before we have the results so better start now so we can build the mining there later this year when we have the resources.
With the problems with infiltrators, Tiberium gets a Security Review.
Shell plant gets 5 dice we i think a lack of shells is the largest problem of our armed forces in the battle in the turn result they ran out of shells in 30 minutes. overflow here is no issue as we promised to build the 3rd phase of shell plants as well.
Perennial Aquaponics Bays will provide new types of food that the service wants so they have more variation in the restaurants and with breweries we can convert some of them to consumer goods.
Advanced Myomer Works lead to a lot of follow-ups, from new tools for our factories, prosthetics, and improvements to the zone suits and walkers of the steel talons.

[X] Plan Mil, YZ and Research
 
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Something that came up in the Discord channel is wondering how long certain projects have been available. Because of the arguments that have been happening, I was developing a memeplan that has is based on one thing: exactly that. Therefore, I have a list, current as of just before this quarter:

docs.google.com

FIFO list


For those unfamiliar with programming, FIFO is a process of handling elements of a list, First-In First-Out: essentially, the oldest projects get priority. Anyone who actually votes for this plan will be thoroughly mocked, and then probably shot as a NOD infiltrator.

Hypothetical Plan FIFO
Infrastructure 5 dice +12 3/5 45R
-[] Yellow Zone Arcologies (Phase 1) 0/170 3 dice 45R 74%
Heavy Industry 5 dice +15 3/5 60R
-[] Union Class Construction Yard 0/180 3 dice 60R 73%
-[] Blue Zone Microgeneration Program (Phase 1) 38/60 1 die 5R 100%
-[] Security Review, 1 die
Light and Chemical Industry 3 dice +12 4/3 45R
-[] Chemical Precursor Plants 36/200 , 3 dice 45R 77%
-[] Security Review, 1 die
Agriculture 3 dice +12 3/3 30R
-[] Perennial Aquaponics Bays 0/200 3 dice 30R 52%
Tiberium 5 dice +30 5/5 90R
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 3 dice 60R 54%
-[] Blue Zone Perimeter Fencing (Phase 2) 36/400 2 dice, 30R
Orbital Industry 3 dice +12 2/3 40R
-[] GDSS Philadelphia II (Phase 1) 0/100 2 dice 40R 82%
Services 4 dice +27 4/4 30R
-[] Expand Local Public Media Operations 0/150 2 dice 20R 68%
-[] Childcare and Preschool programs 0/230 3 dice 15R 82%
Military 5 dice +12 6/5 110R
-[] Reclaimator Hubs 0/105 (RZ 1 South) 2 dice 40R 79%
-[] Sonic Mobile Artillery Vehicle Development 0/40 1 die 10R 88%
-[] Apollo Fighter Factories 0/70 (Toronto) 1 die 15R 58%
-[] Orca Refit Package Development 0/40 1 die 15R 88%
-[] High Orbit Ion Cannons 0/75 1 die 30R 53%
Bureaucracy 3 dice +12 4/3
-[] Security Reviews: DC60 Heavy Industry 2 dice 98%
-[] Security Reviews: DC60 LCI 2 dice 98%
455/455
4/5 Free dice
 
-[X] Childcare and Preschool programs 0/230 1 dice 5 R 0%
-[X] Fashion development houses 0/225 1 dice 10 R 0%
Why not drop the Fashion House (which has no chance of completing anyway), and invest the resources into 2 dice for Childcare and Preschool? Between the additional dice and the cost being reduced to 200, this would give it an 82% chance of completing, and strike one of our plan-goals off our list.
 
[X] Plan Containment + Steady Progress
[X] Plan Research and Shells plus Advanced Myomer
[X] Plan Probe Away
[X] plan slight military focus
 
Why not drop the Fashion House (which has no chance of completing anyway), and invest the resources into 2 dice for Childcare and Preschool? Between the additional dice and the cost being reduced to 200, this would give it an 82% chance of completing, and strike one of our plan-goals off our list.
Fair enough that was there from when i had 2 dice before i swapped to rz containment
 
[] Quality of Life Focus, Mk VII
-[] Fiber-Optic Expansion 0/240 2 dice 40 R (will not complete, but progresses)
-[] Rail Link Reconstruction (Phase 2) 40/200 3 dice 45R (79.6% chance of completion)
-[] Blue Zone Power Production Campaigns (Phase 2) 193/500 6 dice 60 R (89.4% chance of completion, overflow)
-[] Heavy Rolling Stock Plants 111/250 1 dice 10 R (will not complete, but progresses)
-[] Yellow Zone Light Industrial Sectors 0/400 2 dice 20 R (will not complete, but progresses)
-[] Security Review: Light and Chemical Industry 1 Light Industrial dice
-[] Organic Textiles Farms 80/100 1 dice 10 R (auto-completes with omake bonus, 93% chance without)
-[] Perennial Aquaponics Bays 0/200 2 dice 20 R (8% chance of completion, can probably finish next turn)
-[] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 4 dice 80 R (91.0% chance of completion)
-[] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 dice 15 R (auto-completes with omake bonus, 96% chance without)
-[] Orbital Cleanup (Phase 1) 0/90 (?) 2 dice 20 R (fusion dice) (87.8% or higher chance of completion)
-[] Virtual Reality Arcades 0/230 1 dice 10 R (will not complete, but progresses)
-[] Childcare and Preschool Programs 0/200 3 dice 15 R (82% chance of completion)
-[] Reclamator Hubs RZ 7 South 0/105 2 dice 40 R (79.2% chance of completion)
-[] Shell Plants (Phase 2) 31/300 5 dice 50 R (81.4% chance of completion)
-[] Hydrofoil Shipyards (Copenhagen) 0/100 1 dice 10 R (28% chance of completion)
-[] Security Review: Light and Chemical Industry (3 dice) (overwhelming chance of completion)

Free 5/5

455/455 Resources

...eh, nevermind.
 
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Well I can see who the unfavorite of the family is.
To be fair, the Steel Talons had this problem before the Third Tiberium War. The need to abate tiberium all over the world like mad bastards in a desperate attempt to keep the planet vaguely habitable-ish-ish has been keeping GDI far too busy to maintain bleeding-edge military hardware, including the Steel Talons' mechs, since, oh... well, not long after the Firestorm Crisis, and that was what, 2030?

Can someone good at probability math confirm, I think if we do two dice split over the two factories it's an 82% chance of at least one succeeding?
The problem is that if they both succeed (and there's a respectable chance of that happening), then the resulting Energy demand is pretty overwhelming. While we're reasonably confident that we can finish the next round of power plants next turn, given that we're already committed to a vast effort to build Shell Plants, it's probably for the best if we don't spend even more dice on energy-hog factories using energy we don't actually have linked up to the grid yet and can't budget for.

So starting only one factory seems more appealing until we actually have the requisite energy surplus... but I'd rather not spend two dice on an Apollo factory at all, simply because its so likely to lead to overinvestment.

In all honesty we should see in the near future if we can find some funding to send their way before a giant mech steps on our office. Likely with us inside it.
Fortunately I think they're still stuck in Australia, so we should be okay unless they figure out how to equip a mech with a very, very long snorkel attachment.

That, or requisition some thousand-ton giant boogie boards.
Mechs are mostly stupid and overengineered mess for cpmbat (mechs for logistics are another entirely different matter)

The sheer maintainance costs makes them awful

Im fine with letting the talons starve in funding amd instead get tanks or better infantry
GDI seems to manage pretty well and have resolved a lot of the problems with mechs.
 
[X] Plan Mil, YZ and Research
-[X] Yellow Zone Purification Facilities 0/320 2 dice 20 R 0%
Why this project? It's likely to take three or four turns to get the Purification up and the YZ Aquaponics after it; while we want this in the long term, it's gotten more expensive than other Agriculture projects, like the Perennial Aquaponics that we've been told we should start soon for more food variety.
-[X] Childcare and Preschool programs 0/230 3 dice 5 R 82%
This should be 15 R, not 5 R.
[X] Plan Research and Shells plus Advanced Myomer
Your plan only spends 435 resources, out of our current budget of 455.
 
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