[X] Plan Probe Away

I'm switching to only voting for this plan. Plan Mil, YZ and Research might be similar to my plan in that it crashes tons of dice into the military, but wile a one-turn overinvestment might seem good, the actual priority this turn is getting the shell plants up ASAP. 5 dice for 86% just isn't nearly as secure as 6 dice for 96%. (Plus if as someone said Phase 3 is a 0/150 project, 6 dice now has a 35% chance to get both phases done.) And @Crazycryodude makes good points about how our income is already high enough to activate most of our dice, so now's the time to look further with projects like Perimeter Fencing for YZ mitigation and Near Body Survey Probes to prepare us for a real move into space. 4 dice into RZ Containment Lines was a mistake on my part, and 25R more expensive than doing the sonic fences we still need.
 
It's not a waste it's the strongest abatement option available, but besides that I disagree with the whole framing that the budget is even a problem anymore. It's the highest it has ever been all game, we can comfortably activate the vast majority of our dice, and it's only going to get higher as we work our way through 4 more SMARV fleets plus a phase or two of containment lines at a reasonable pace. The mad dash for maximizing every single penny of income as fast as we could was really over by Turn 2 of this Plan when we got back to our old budget and got forcibly ended for us last turn. Freaking out over another +5 here and there is counterproductive and takes effort away from other sectors of the economy that desperately need more money.

Even granting the premise that income growth should be an overriding concern, Probe Away still gets +15-25 permanent income as well as probably a lump sum of 20-30 from the orbital cleanup. YZ harvesting is an unacceptable over-extension of the military, especially for a mere +5-10 income, and RZ containment lines are only about as efficient as SMARVs in terms of resources spent per income acquired. Using the Tiberium dice to start primarily getting YZ abatement while letting the SMARVs handle RZ (we're guaranteed at least +12 more Red abatement from our contractually obligated SMARVs after all) is a decision I stand by and an efficient use of the sector's dice. Military can get us Red abatement but probably won't get us any Yellow, if we want Yellow it has to come from Tib dice. I'm not even ignoring containment lines or anything, just aiming to get one phase per turn instead of two.
Tied so far as the explicit numbers go but as I keep saying we know for a fact that the BZ perimeter projects have hidden synergies with each other that aren't explicitly enumerated on the visible numbers. Once that's accounted for I think it's hands-down the best, it's only tied when looking purely at the raw visible numbers. The invisible factors (negative for YZ harvesting in overextending the military, RZ containment lines being a niche that can get filled by SMARVs instead, positive for BZ fencing with the outpost/redoubt synergy) are an easy tiebreaker for me.
In regards to the budget, it's not just a question of how high our income is, but also of how high our expenses are, and there's been a general trend of increasing resource-costs for many of our options. Which means we need on average more resources to activate the same amount of dice, when compared to plans from much earlier turns, and I don't see any reason to assume that tendency will change. Not to mention that even if we already were at the point of being able to activate all of our dice, additional income still wouldn't hurt simply because we would be able to funnel it into the rest of GDI's government.
I also find it somewhat hypocritical of you to tell me how improving our income "takes effort away from other sectors of the economy that desperately need more money", when your plan has us spend resources on a luxury-option like space probes.

Regarding mitigation, BZ Fences is not the strongest abatement option; in terms of raw mitigation numbers per dice invested, YZ Harvesting is the most efficient option, followed by RZ Containment, with BZ Fencing only coming in third, RZ Harvesting fourth, and MARVs fifth.
YZ Harvesting: 300 progress per phase, 20R per die = ~3,75 dice/75R for 4 mitigation
RZ Containment: 180 progress per phase x2, 25R per die = ~4,5 dice/112,5R for 4 mitigation
BZ Fencing: 400 progress per phase, 15R per die = ~5 dice/75R for 4 mitigation
RZ Harvest: 130 progress per phase x3, 25R per die = ~4,875 dice/121,875R for 3 mitigation
MARVs:
- RZ Reclamator Hub: 105 progress, 20R/die = ~2 dice 40R, ~19 Overflow Lost
- S-MARV: 210 progress, 20R/die = ~4 dice/80R, ~38 Overflow Lost
- Total: ~6 dice/120R for 3 mitigation
You insist on BZ Fencing having some sort of "hidden synergy" in regards to abatement, but as far as I'm aware, the "synergy" between the BZ perimeter options was military in nature - not abatement - and consisted of the redoubts and outposts severely increasing the difficulty for Nod to launch incursions into the Blue Zones, with the perimeter fencing playing a comparatively minor part in that. Can you please provide proof of your claim?

Moving on to our military, your assertion that we can't get YZ mitigation via military dice is incorrect as the income and mitigation that a MARV fleet provides is dependent on the location it is built in; a MARV fleet built in a Yellow Zone would provide YZ mitigation along with a middling income, for example. We're simply prioritizing RZs for MARV construction right now as they provide the best income, and our RZ mitigation is still lacking, allowing us to address two issues at once, but the GM already informed us that we were ultimately expected to build MARV fleets everywhere.
Furthermore, the military is quite capable of supporting further YZ harvesting or RZ containment operations; that is something I specifically asked the GM about not too long ago:
- does the military consider supporting further RZ Containment Lines outside of its current capabilities?

- does the military consider supporting further YZ Harvesting and - Intensification operations outside of its current capabilities?
These were the answers I received to those questions:
No. It generally thinks that it can manage that, especially with Forgotten support.
It believes that Yellow Zone harvesting is going to require more combat assets, but can likely manage to do so at least to a limited degree.
Considering that pretty much every single plan proposed this turn is addressing the lack of combat assets, with shell factories at the absolute minimum, and many building apollo fighter and/or hydrofoil factories besides, further YZ harvesting or RZ containment operations would not overstretch the military.
 
On income: we are down to about 4 or so dice in active though we do have to pick projects as if we went max expense than we would have more inactive. And even if the dice are not on the most urgent of fires than that means we can use them to get ahead of fires. And if we spool up income enough we can shift some over to the rest of the GDI to help them fill their parts better. Keep in mind that we took a large percentage of the budget at allocation start so rolling some back to the rest of the GDI will help them push further.

And RZ mit is important, each time we up the chance that we have a turn that we push back the RZ increases and that sort of thing would be a big win before the next election. Also at 3 dice the fencing project will not finish this turn. So that means only 1 mitigation so doing 5 dice next turn on fencing instead gives us the same results. RZ containment will have 2 phases finish for 4 mitigation this turn, so we are looking at 4 RZ and 1 YZ mit this turn and 4 YZ mit next turn vs 1 YZ mit this turn and 4 YZ mit plus whatever we use the other 3 tib dice for next turn. There is a major difference there. So probes talks about fencing but does not finish it earlier than the other plans will (next turn).
 
Currently we have a tie of 30 vs 30 votes, with my plan trailing behind in third at 19 votes.
Adhoc vote count started by Derpmind on Jun 27, 2021 at 11:17 PM, finished with 160 posts and 62 votes.

  • [X] Plan Probe Away
    -[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources)
    -[X] Blue Zone Power Production Campaigns (Phase 2), 5 dice (50 Resources)
    -[X] Blue Zone Microgeneration Program (Phase 1), 1 die (5 Resources)
    -[X] Personal Electric Appliances Factories , 3 dice (30 Resources)
    -[X] Vertical Farming Projects, 2 dice (30 Resources)
    -[X] Organic Textiles Farms , 1 die (10 Resources)
    -[X] Blue Zone Perimeter Fencing (Phase 2), 3 dice (45 Resources)
    -[X] Intensification of Yellow Zone Harvesting (Phase 4), 1 die (15 Resources)
    -[X] Red Zone Containment Lines (Phase 2), 1 die (25 Resources)
    -[X] Security Review (Tiberium)
    -[X] Orbital Cleanup (Phase 1), 2 fusion dice (20 Resources)
    -[X] Near Body Survey Probes, 1 die (15 Resources)
    -[X] NOD Research Initiatives, 2 dice (60 Resources)
    -[X] Expand Local Public Media Operations, 2 dice (20 Resources)
    -[X] Reclamator Hub (Red-6 North), 2 dice (40 Resources)
    -[X] Shell Plants (Phase 2), 6 dice (60 Resources)
    -[X] Security Review (Tiberium), 3 dice
    [X] Plan Mil, YZ and Research
    -[X] Fiber-Optic Expansion 0/240 3 dice 60 R 24%
    -[X] Blue Zone Power Production Campaigns (Phase 2) 193/500 6 dice 60 R 92%
    -[X] Yellow Zone Light Industrial Sectors 0/400 2 dice 20 R 0%
    -[X] Security Review 1 dice
    -[X] Organic textiles farms 80/120 1 dice 10 R 88%
    -[X] Yellow Zone Purification Facilities 0/320 2 dice 20 R 0%
    -[X] Red Zone Containment Lines (Phase 2) 104/180 4 dice 100R 100% (92% Phase 3, 4% Phase 4)
    -[X] Intensification of Yellow Zone Harvesting (Phase 4) 67/100 1 dice 15 R 100%
    -[X] Orbital Cleanup (Phase 1) 0/90 1 fusion dice 10 R 38%
    -[X] NOD Research Institutions 0/120 1 dice 30 R 23%
    -[X] Childcare and Preschool programs 0/230 3 dice 15 R 82%
    -[X] Reclamator Hubs RZ 7 South 0/105 2 dice 40 R 79%
    -[X] Apollo Fighter Factories ( Valparaiso ) 0/70 1 dice 15 R 58%
    -[X] Shell Plants (Phase 2) 31/300 5 dice 50 R 81%
    -[X] Hydrofoil Shipyards (Copenhagen) 0/100 1 dice 10 R 28%
    -[X] Security Review (LC) 3 dice +1 LC 100%
    [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%
    [X] plan slight military focus
    -[X] Rail Link Reconstruction (Phase 2) 3 dice 45R 80%
    -[X] Fiber-Optic Expansion 1 die 20R 0%
    -[X] Blue Zone Power Production Campaigns (Phase 2) 5 dice 50R 71%
    -[X] Fusion Power Prototype 1 free die 20R 0%
    -[X] Yellow Zone Light Industrial Sectors 2 dice 20R 0%
    -[X] Perennial Aquaponics Bays 2 dice 20R 8%
    -[X] Organic textiles farms 1 die 10R 88%
    -[X] Blue Zone Perimeter Fencing (Phase 2) 4 dice 60R 33%
    -[X] Intensification of Yellow Zone Harvesting (Phase 4) 1 die 15R 100%
    -[X] GDSS Enterprise (Phase 3) 2 Fusion Dice 40R 0%
    -[X] NOD Research Initiatives 1 die 30R 23%
    -[X] Childcare and Preschool programs 2 dice 10R 25%
    -[X] Expand Local Public Media Operations 1 die 10R 13% (Note: Completion here requires an omake bonus)
    -[X] Reclamator Hubs
    --[X] Reclaimator Hub Red Zone 6 North 1 die 20R 23%
    -[X] Apollo Fighter Factories
    --[X] Valparaiso 1 die 15R 58%
    -[X] Remote Weapons System Development Predator 1 die 10R 88%
    -[X] Ablat Plating Development 1 die 10R 58%
    -[X] Shell Plants (Phase 2) 1 die + 4 free dice 50R 81%
    -[X] Security Reviews (Light and Chemical Industry) 1 Light and Chemical Industry die + 3 dice
    [X] Plan Research and Shells plus Advanced Myomer
    -[X] Blue Zone Arcologies (Phase 1) , 2 dice (30 Resources) 0%
    -[X] Fiber-Optic Expansion , 1 dice (20 Resources) 0%
    -[X] Blue Zone Power Production Campaigns (Phase 2), 5 dice (50 Resources) 71%
    -[X] Fusion Power Prototype, 1 die (20 Resources) 0%
    -[X] Yellow Zone Light Industrial Sectors, 2 dice (20 Resources) 0%
    -[X] Security Reviews, 1 die
    -[X] Organic textiles farms, 1 dice (10 Resources) 88%
    -[X] Vertical Farming projects, 2 dice (30 Resources) 0%
    -[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%
    -[X] Orbital Cleanup (Phase 1), 2 dice (20 Resources) 88%
    -[X] NOD Research Initiatives, 2 Dice (60 Resources) 88%
    -[X] Childcare and Preschool programs, 2 Dice (10 Resources) 25%
    -[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%
    -[X] Security Reviews (LCI), 2 dice 98%
    [X]Plan space and shells
    -[X] Fiber-Optic Expansion 0/240 3 dice 60 R 24%
    -[X] Blue Zone Power Production Campaigns (Phase 2) 6 Dice 60R 193/500 92%
    -[X] Blue Zone Light Industrial Sectors 0/350 3 dice 30R
    -[X] Perennial Aquaponics Bays 0/200 2 dice 20R 8%
    -[X] Organic textiles farms, 1 dice 10R 88%
    -[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
    -[X] GDSS Philadelphia II (Phase 1) 0/90 2 dice 40R+ 88%
    -[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%
    -[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
    -[X] Security Reviews(Tiberium), 3 dice
    [X] Plan Powering Up!
    -[X] Fiber Optic Expansion (3 dice, 60R, 24% chance to complete)
    -[X] Blue Zone Power Production Campaigns (6 dice, 60R, 92% chance to complete)
    -[X] Personal Pharmaceutical Plants, (3 dice, 45R, 60% chance to complete)
    -[X] Security Reviews (1 dice)
    -[X] Organic textiles farms (1 dice, 10R, 88% chance to complete)
    -[X] State Operated Breweries (2 dice, 20R, 64% chance to complete)
    -[X] Blue Zone Perimeter Fencing (2 dice, 30R, no chance to complete)
    -[X] Intensification of Yellow Zone Harvesting (1 dice, 15R, 100% chance to complete with overflow)
    -[X] Red Zone Containment Lines (2 dice, 50R, 100% chance to complete with overflow)
    -[X] Orbital Cleanup (2 dice, 20R, 88% chance to complete)
    -[X] Fashion Development Houses (3 dice, 30R, 48% chance to complete)
    -[X] Expand Local Public Media Operations (1 dice, 10R, no chance to complete)
    -[X] Reclamator Hub (RZ-7 North), (2 dice, 40R, 79% chance to complete)
    -[X] Shell Plants (5 dice, 50R, 81% chance to complete)
    -[X] Apollo Fighter Factories (Toronto) (1 dice, 15R, 58% chance to complete)
    -[X] Security Reviews LCI (2 dice used)
    [x] Plan CAMMP
    -[x] Fiber-Optic Expansion 3 dice 60R 16%
    -[x] Blue Zone Power Production Campaigns (Phase 1) 6 dice 60R 92%
    -[x] Yellow Zone Light Industrial Sectors 3 dice 30R 0%
    -[X] Organic textiles farms 1 die 10R 88%
    -[x] Agricultural Processing Plants (Phase 1) 2 dice 20R 8%
    -[X] Intensification of Yellow Zone Harvesting (Phase 4) 1 die 15R 100%
    -[x] Red Zone Containment Lines (Phase 2) 4 dice 100R 1 Phase 100% 2 Phases 92%
    - [x] Orbital Cleanup (Phase 1) 2 F-dice 20R 88%
    -[x] Fashion development houses 3 dice 30R 67%
    -[x] Childcare and Preschool programs 1 die 5R 0%
    -[x] Reclamator Hubs RZ 7 South 2 dice 40R 79%
    -[x] Hydrofoil Shipyards (Copenhagen) 2 dice 20R 82%
    -[x] Shell Plants (Phase 2) 5 dice 50R 81%
    [x] Plan Shellshock v2
    [X] Quality of Life Focus, Mk VII
 
I also find it somewhat hypocritical of you to tell me how improving our income "takes effort away from other sectors of the economy that desperately need more money", when your plan has us spend resources on a luxury-option like space probes.
Space is one of the other sectors of the economy that desperately need more funding, Earth is fucked on a timeline measured in a decade or two and evacuating to space is humanity's only out right now. Yeah maybe Kane will show up with the TCN but we have no way to know that IC and our only option is space.

You insist on BZ Fencing having some sort of "hidden synergy" in regards to abatement, but as far as I'm aware, the "synergy" between the BZ perimeter options was military in nature - not abatement - and consisted of the redoubts and outposts severely increasing the difficulty for Nod to launch incursions into the Blue Zones, with the perimeter fencing playing a comparatively minor part in that. Can you please provide proof of your claim?
The turn we completed the BZ perimeter redoubts, we got an extra point of abatement beyond what the projects earned us, Ithillid confirmed that it wasn't an accounting error it was from the outposts and redoubts synergizing. And those two projects aren't even the ones really focused on Tiberium abatement, they're more military in nature like you say. Getting bonus abatement points despite being the military parts of the system makes me pretty certain that the actual dedicated anti-Tiberium part of the system will do even better.

Moving on to our military, your assertion that we can't get YZ mitigation via military dice is incorrect as the income and mitigation that a MARV fleet provides is dependent on the location it is built in; a MARV fleet built in a Yellow Zone would provide YZ mitigation along with a middling income, for example. We're simply prioritizing RZs for MARV construction right now as they provide the best income, and our RZ mitigation is still lacking, allowing us to address two issues at once, but the GM already informed us that we were ultimately expected to build MARV fleets everywhere.
Yeah eventually, dozens of turns into the future, we'll theoretically build MARVs in Yellow and Blue Zones too. In practical terms that's not happening until next FYP at the very earliest, and given how events tend to mess up our carefully laid plans very possibly never. The 5 MARV fleets we're going to do are already going to stretch the dice pool a bit, and every single one should go in a Red Zone. There will be no Yellow abatement points coming from the Military sector in the future on any timescale that matters, if you want to talk hypothetical 30 turn from now things there's no point to making any plans since everything is possible.
 
The turn we completed the BZ perimeter redoubts, we got an extra point of abatement beyond what the projects earned us, Ithillid confirmed that it wasn't an accounting error it was from the outposts and redoubts synergizing. And those two projects aren't even the ones really focused on Tiberium abatement, they're more military in nature like you say. Getting bonus abatement points despite being the military parts of the system makes me pretty certain that the actual dedicated anti-Tiberium part of the system will do even better.
Then you might want to put enough dice on Fencing to finish it this turn, otherwise we can drop 5 dice on it next turn for the same result and get other tib projects down this turn
 
Yes there are synergies, no I won't tell you how much, but it is bigger than the 1 point you got from completing the other two parts of the system.
 
Then you might want to put enough dice on Fencing to finish it this turn, otherwise we can drop 5 dice on it next turn for the same result and get other tib projects down this turn
Wow, I didn't even notice that part. So the BZ action of the probe plan is even less useful than I thought. Not only does it have no chance to provide any benefits from the investment done in the same turn, the same amount of resources could've been invested into the RZ action for potentially 2 more points of abatement and more income within the same turn instead.
 
Wow, I didn't even notice that part. So the BZ action of the probe plan is even less useful than I thought. Not only does it have no chance to provide any benefits from the investment done in the same turn, the same amount of resources could've been invested into the RZ action for potentially 2 more points of abatement and more income within the same turn instead.
Thanks to @Derpmind collecting all the percentages,for this turn on the same page as the turn post
[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 33%, 5 dice 75R 79%, 6 dice 90R 97%
So 4 dice to have a chance to finish, but really 5 or 6 dice for it to be likely to finish. Meanwhile Phase 2 on RZ containment with 4 dice is 94%. Unless you are trying to split the 6 dice into 3 and 3, no reason not to do RZ this turn and then drop 5 dice on Fencing next turn to have it online at the same time frame that probe has while picking 4 RZ mitigation and extra income to go full activation.
 
I also find it somewhat hypocritical of you to tell me how improving our income "takes effort away from other sectors of the economy that desperately need more money", when your plan has us spend resources on a luxury-option like space probes.
From what I have gathered, space probes is one of the projects that unlocks lunar/asteroid mining. Which potentially has a massive Resource payout, in addition to the previously mentioned probable need for evacuation. It's not a luxury option, it's prepping for future exploitation.

[X] Plan Probe Away
[X] Plan Containment + Steady Progress
 
Last edited:
Space probes are one of the vital steps on the road to being able to start building the supply chains to exploit the rest of the solar system for resources both big and small R. There are useful things in the asteroid belt, useful things on the moon, on mars, everywhere else (although some are harder to deal with than others). Probes are how you actually start finding those things, specifically looking at the surface minerals and some surface samples depending on some other choices.
 
For... personal reasons... I've decided to support @Crazycryodude 's plan.


[X] Plan Probe Away


Thanks to @Derpmind collecting all the percentages,for this turn on the same page as the turn post
[] Blue Zone Perimeter Fencing (Phase 2) 36/400 4 dice 60R 33%, 5 dice 75R 79%, 6 dice 90R 97%
So 4 dice to have a chance to finish, but really 5 or 6 dice for it to be likely to finish. Meanwhile Phase 2 on RZ containment with 4 dice is 94%. Unless you are trying to split the 6 dice into 3 and 3, no reason not to do RZ this turn and then drop 5 dice on Fencing next turn to have it online at the same time frame that probe has while picking 4 RZ mitigation and extra income to go full activation.
Unless, of course, he is gamblling on getting a large, immediate, significantly more than four-point reward of Yellow Zone mitigation (33% chance), and at most probably only needing to spend one more die to finish the job next turn... As opposed to getting only the relative certainty of four points of Red Zone mitigation.

He might, for instance, believe that since there are far more people living at the Yellow/Blue boundary, successfully mitigating tiberium at that boundary will have greater immediate effects on public opinion and the quality of life. Sure, the Red Zones may by some small fraction of a percent more as a result between now and when we do the Red Zone containment too, but the chance to do good at the Yellow/Blue boundary where millions of people live is more important than the somewhat more immediate chance of doing good at the Red/Yellow boundary where virtually no one lives.

EDIT:

For example, there are probably significant numbers of people who were living in what were as of 2046 Blue Zones, that became Yellow Zones as the Yellow Zones expanded in the immediate postwar era. All of them are now either tiberium refugees or "welp, guess we and our kids now live in a Yellow Zone" people.

If they read about heroic efforts to contain the Red Zone half a continent away, they will approve.

If they read about the town they grew up in as a child, possibly the Yellow Zone neighborhood they still live in, being reclaimed and redesignated a Blue Zone, reconquered from tiberium... They will be fucking thrilled.

In terms of actually getting the public to approve of our constant extensive and costly efforts to fight tiberium, we are likely to get far more public approval from tiberium abatement at the Blue/Yellow line than at the Yellow/Red. The Yellow/Red line is ultimately no less important, maybe even more important... but we shouldn't neglect the Blue/Yellow line just because, statistically speaking, we've gotten it to the point where the Blue Zones slowly expand a little bit on average.
 
Last edited:
For... personal reasons... I've decided to support @Crazycryodude 's plan.


[X] Plan Probe Away


Unless, of course, he is gamblling on getting a large, immediate, significantly more than four-point reward of Yellow Zone mitigation (33% chance), and at most probably only needing to spend one more die to finish the job next turn... As opposed to getting only the relative certainty of four points of Red Zone mitigation.

He might, for instance, believe that since there are far more people living at the Yellow/Blue boundary, successfully mitigating tiberium at that boundary will have greater immediate effects on public opinion and the quality of life. Sure, the Red Zones may by some small fraction of a percent more as a result between now and when we do the Red Zone containment too, but the chance to do good at the Yellow/Blue boundary where millions of people live is more important than the somewhat more immediate chance of doing good at the Red/Yellow boundary where virtually no one lives.
Realistically you should expect 2 dice next turn to finish fencing up, at which point once again we can do 5 dice on the project next turn for the same chance of success. All the time getting 4 points of RZ mit this turn (94%). So 3 fencing this turn and 2 next does not provide a noticeable difference than 5 next except in that it means we are passing on actions we can finish now so we are passing on RZ mit. It also means any plan next turn is operating 2 to 4 dice less which is likely in infra and orbitals.
 
Realistically you should expect 2 dice next turn to finish fencing up, at which point once again we can do 5 dice on the project next turn for the same chance of success. All the time getting 4 points of RZ mit this turn (94%). So 3 fencing this turn and 2 next does not provide a noticeable difference than 5 next except in that it means we are passing on actions we can finish now so we are passing on RZ mit. It also means any plan next turn is operating 2 to 4 dice less which is likely in infra and orbitals.
[blinks]

[reviews]

Hm.

I was under the honest but mistaken impression that @Crazycryodude had put four dice on Blue Zone Perimeter Fencing, rather than three. Four would give him a modest ~33% chance of clearing the action on this turn. On the other hand, since I support the actual Blue Zone Perimeter Fencing project and don't view it as wasted effort, so I'm content as-is.

...

@Crazycryodude , if it were me, I might do the following:

1) Convert the one die of Red Zone Containment Lines (and the assured two points of Red Zone mitigation) into a die of Blue Zone Perimeter Fencing (and the 33% probability of getting what @Ithillid has implicitly told us will be six or more points of Yellow Zone mitigation, because we're getting "more than" one point of synergy out of it).

Those who view Red Zone mitigation as inherently more important than Yellow Zone mitigation will not like this, but personally I think they're out of touch with the things our citizens want to see out of our tiberium mitigation efforts: namely, prioritization of rolling back land contaminated by tiberium since 2046 and the start of the Third Tiberium War, rather than partial rollback and reclamation of land now barren, which has been largely taken over by tiberium since the 2030s or earlier.

2) I would then take the 10 resources thus freed up and spend them somewhere else. Examples:

2a) Spend 10 Resources and activate a third Infrastructure die to work on Blue Zone Residential Construction (which I gather means more commieblocks) or Blue Zone Duplex Row Housing (higher quality of life but less housing per die and more logistics strain)... but that would tend to clash with your plan to start work on the arcologies.

2b) Spend 5 Resources and upgrade the Microgeneration die on Heavy Industry to a sixth Blue Zone Power Production Campaigns die, increasing the chances of actually completing the project this turn from 71% to 92%. This would be very good, since it would give us a somewhat freer hand in deciding what to do with our Heavy Industry dice next turn.

2c) Spend 10 Resources to pay to shift two dice from the 10/die Personal Electric Appliances Factories to the 15/die Chemical Precursor Plants. We'd only have a 29% chance of completing CPP and no chance of completing PEAF this turn, as opposed to just a straight 60% chance on PEAF... but on the other hand, we could really use the capital goods

2d) Simply bank the 10 Resources, saving them for next turn, since I'm sure there will be places that we could use it to activate just... one... more... die..., or to apply one more die to an expensive project that would otherwise be left on a cheaper compromise project.

Anyway, that's me.
 
For me I view the RZ containment as being much more valuable than YZ containment right now given while the yellow zone can be pushed back and the land made usable again, pushing back the red zone just leaves barren land that isn't worth much of value. So every point the red zone advances decreases the usability of the Earth, and that sort of permanent damage should be neutralized where you can reasonably do so. You also have to remember the politics of it too as currently the vast majority of the population thinks the Earth is reclaimable and can be made whole again, so stopping the advancement where Tiberium is strongest should register with them.

The plan also generates us more resources which we can use next turn, furthers cooperation with the Forgotten, and means we can finish the BZ perimetre next turn with five dice with a very high chance of success.
 
Space is one of the other sectors of the economy that desperately need more funding, Earth is fucked on a timeline measured in a decade or two and evacuating to space is humanity's only out right now. Yeah maybe Kane will show up with the TCN but we have no way to know that IC and our only option is space.
Has the GM explicitly and clearly stated that our mitigation efforts are ultimately irrelevant and we're destined to fail, or what exactly do you base your claim on?
Also, if our mitigation ultimately doesn't matter, wouldn't it make more sense - not less - to focus our Tiberium dice on income instead of mitigation, so we can better use those funds to support space-evacuation efforts? The additional 10-15R we'd get from completing a RZ Containment phase would be enough to pay for a die in space probe projects by itself, while the bonus-abatement we'd get for completing the BZ fences would be, by your own logic, irrelevant.
Frankly, it feels like you're contradicting yourself.

Yeah eventually, dozens of turns into the future, we'll theoretically build MARVs in Yellow and Blue Zones too. In practical terms that's not happening until next FYP at the very earliest, and given how events tend to mess up our carefully laid plans very possibly never. The 5 MARV fleets we're going to do are already going to stretch the dice pool a bit, and every single one should go in a Red Zone. There will be no Yellow abatement points coming from the Military sector in the future on any timescale that matters, if you want to talk hypothetical 30 turn from now things there's no point to making any plans since everything is possible.
If we had the resources to activates our dice in full without the resource-constraints we're currently suffering under, it's quite possible that we'd decide to build future MARVs in Yellow Zones of strategic importance, such as Europe (to protect the Saarland and its facilities), North America (to protect Chicago and its facilities), or Central/East Asia (to protect Kirichi, Colombo, or the connections to the Himalayan Blue Zone), just to name a few. And that's something we could quite possible do within this 4YP, not a hypothetical 30+ turns in the future.
Also, if there is no point in talking about hypotheticals from 30+ turns in the future, then why are you trying to use a hypothetical from 160+ turns in the future in order to justify your plan choices? Again, you seem to contradict yourself.

Yes there are synergies, no I won't tell you how much, but it is bigger than the 1 point you got from completing the other two parts of the system.
This alleviates my issues with it somewhat, though I still vehemently disagree that BZ fencing is something we should do now; instead it would be far better to spend the next couple of turns improving our income, and then complete BZ fencing in one go ~4 turns or so. Spending 3 dice on it now is ultimately just a pointless waste, as it accomplishes nothing, improving neither our income nor our mitigation.
 
Back
Top