[X] Plan Mil, YZ and Research

That said, I was thinking about what was mentioned in the last Results update and @Ithillid ? Is this actually the last major Blue Zone Power project we can do for a while? Because it was specifically mentioned that we're both running out of areas for new renewable sites in the Blue Zones whilst also hitting our cap for radioactives production to power the nuclear ones. And if we're making biofuel or anything like that on the large scale, something is deeply wrong.

Or does it just mean that the costs for the massive Blue Zone Power Production projects are going to skyrocket until we get either new types of power production or more tiberium refinement capacity to give us the needed radioactives without having to build expensive enrichment facilities?
 
That said, I was thinking about what was mentioned in the last Results update and @Ithillid ? Is this actually the last major Blue Zone Power project we can do for a while? Because it was specifically mentioned that we're both running out of areas for new renewable sites in the Blue Zones whilst also hitting our cap for radioactives production to power the nuclear ones. And if we're making biofuel or anything like that on the large scale, something is deeply wrong.

Or does it just mean that the costs for the massive Blue Zone Power Production projects are going to skyrocket until we get either new types of power production or more tiberium refinement capacity to give us the needed radioactives without having to build expensive enrichment facilities?
It seems unlikely to me, since it's listed as "Phase 1", implying there are multiple phases. At the same time, though, I think it couldn't hurt to start looking into building the fusion generator prototype sometime soon.
 
[X] Plan Mil, YZ and Research

So I actually like the Probe Plan more everywhere but Military. We need to be doing more for the Military and that plan doesn't even start any of the Navy/Airforce factories which is a no go for me unfortunately. I like the Space Probe and agree with some of the other choices, but I feel like we've got to commit to some diversified Mil projects. We keep saying "next turn" but it's been 5 years and we've done an average of like 1 die/turn on Mil.

According to Ilithid to keep parity with NOD we need 3 dice /turn average. And that's just parity, not even winning.
 
Or does it just mean that the costs for the massive Blue Zone Power Production projects are going to skyrocket until we get either new types of power production or more tiberium refinement capacity to give us the needed radioactives without having to build expensive enrichment facilities?
It means that you are going to see increasing costs to build more. Not that you are going to get locked out, but each phase will cost a bit more than the last.
 
[X] Plan Probe Away

Mil, YZ, and Research's lack of followup Tiberium Security Review after the initial disaster is an automatic no-go for me. Yes, we just did one, but the one we just did had a NOD double agent seriously screw us over, so I think a 2nd review is warranted, just to be safe.
 
According to Ilithid to keep parity with NOD we need 3 dice /turn average. And that's just parity, not even winning.
This is a very ballpark figure. It is not a firm check, it is something where so long as you are at least paying attention to the military field, and regularly doing some tech and rolling it out you will be just fine.
 
So I actually like the Probe Plan more everywhere but Military. We need to be doing more for the Military and that plan doesn't even start any of the Navy/Airforce factories which is a no go for me unfortunately. I like the Space Probe and agree with some of the other choices, but I feel like we've got to commit to some diversified Mil projects. We keep saying "next turn" but it's been 5 years and we've done an average of like 1 die/turn on Mil.

Given the current crisis I think there's basically zero chance that a plan with less than 8 dice in the military wins next turn too. The shells are such an overriding crisis that I feel safe leaving the Apollos/Rapiers for a single quarter, without shells our fortress towns and BZ border defenses are useless while our ground units have no staying power, I don't want to risk even the slightest chance that we do poorly and let that state persist if all the dice come up sub-20 or whatever. The other military projects will for sure get started next turn, things have changed significantly from even just a year ago I feel pretty confident about that.
 
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Alright. You do only spend 1 less dice overall, in Mil. Just got a bit more focus on Shell Plants. If we see 8 Dice investment in Mil next turn we can turn the problems around pretty fast. I still think 1 die in 2 factories per turn when they have 70 Progress is a better long term strategy though. There's a 70 some percent chance at least one of the Hydrofoil or Apollo plants will complete this turn with just a one die investment. That's pretty good tbh.

[x] Plan Mil, YZ and Research
[x] Plan Probe Away

Also everyone went nuts this time with Plans. So many plans.
 
[X]Plan space and shells
Infra 60R
-[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 90R
-[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 75R 60%
-[X] Security Review 1 dice
Orbital 3 dice 40R
-[X] GDSS Philadelphia II (Phase 1) 0/90 2 dice 40R+ 88%
Services 4 dice 30R
-[X] Childcare and Preschool programs 0/230 2 dice 10R 25%
-[X] Expand Local Public Media Operations 0/150 1 dice 10R 13%
-[X] NOD Research Initiatives 0/120 1 die 30R 23%
Military 5 dice + 4 free 95R
-[X] Hydrofoil Shipyards(Copenhagen) 0/100 1 die 10R 28%
-[X] Apollo Fighter Factories(Toronto) 0/70 1 die 15R 58%
-[X] Shell Plants (Phase 2) 31/300 7 dice 70R 99% Phase 2, 66% for Phase 3
Bureaucracy (3 dice )
-[X] Security Reviews(Tiberium), 3 dice

455/455

A lot of options are in most plans so I explain the ones that are not.
With the problems with infiltrators, Tiberium gets a Security Review.
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.
7 dice on shell plants have a good chance of getting two phases done(the third one is 150 points) and will ensure we have enough shells for our army.
GDSS Philadelphia II is an orbital command center with the ion storms a ground base one can be out of communications while a space-based moves faster then the storms.
 
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Although it's kind of discouraging when you sweat over a plan that like three people (or no one else) votes for.
With quests, unless you have a really contentious vote, usually the first few plans posted have a higher chance of winning. It's not that your plan isn't good, or that people don't like it, but that the two leading plans are close enough and a given voter feels as if they have more impact from swaying a close vote between the two leaders than to vote for something they perceive as having little chance of winning.

It's not necessarily fair, but it's how the voting usually works out unless the first few plans are bad or the later plan is pushed by someone with a long history and lot of thread confidence behind them. You, Void, and Crazy are all active plan makers though so you don't really have a leg up there.
 
Throwing in an Approval vote for Derp's plan. Looks good too.

[X] Plan Containment + Steady Progress
[X] Plan Probe Away
 
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