Moratorium's up.

[X] Plan Yellow Skies
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 1), 3 dice (30 Resources)
-[X] Blue Zone Arcologies (Phase 1), 1 dice (15 Resources)
-[X] Fiber-Optic Expansion, 1 die (20 Resources)
Heavy Industry (5 dice +2 Free)
-[X] Blue Zone Power Production Campaigns, 1 die (10 Resources)
-[X] Fusion Power Prototype, 1 die (20 Resources)
-[X] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources)
-[X] Union Class Construction Yard, 2 die (40 Resources)
Light and Chemical Industry (3 dice)
-[X] Yellow Zone Light Industrial Sectors, 1 die (10 Resources)
-[X] Bulk Plastics Facilities, 1 die (10 Resources)
-[X] Security Review, 1 die
Agriculture (3 dice)
-[X] Perennial Aquaponics Bays, 2 dice (20 Resources)
-[X] Vertical Farming projects, 1 die (15 Resources)
Tiberium (5 dice)
-[X] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources)
-[X] Chicago Planned City (Phase 1), 1 die (20 Resources)
Orbital (3 dice)
-[X] GDSS Philadelphia II (Phase 1), 2 dice (2 Fusion) (40 Resources)
-[X] Expand Orbital Communications Network (Phase 2), 1 die (15 Resources)
Services (4 dice)
-[X] Scrin Research Institutions, 3 dice (90 Resources)
-[X] Childcare and Preschool programs, 1 die (5 Resources)
Military (5 dice +3 Free)
-[X] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources)
-[X] Toronto Apollo Fighter Factory, 1 die (15 Resources)
-[X] Shell Plants (Phase 3), 1 die (10 Resources)
-[X] Ablat Plating Development, 1 die (10 Resources)
-[X] Advanced Myomer Works, 2 dice (20 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (LCI), 3 dice

Resources Available: 520
Resources Used: 520
Resources Remaining: 0

Finish the Arcologies and Fiber-Optics for the combined Housing, Logistics, and Consumer Goods. HI continues Fusion, spams YZ Power Grid to make sure we don't go into a shortage, and gets to work on the Union Yard so we can better get people into space as Abatement stops working.

LCI continues YZ Industry and Plastics, Agri does Vertical Farms and Perennials, Tiberium finishes the last stage of BZ Fencing + starting work on Chicago. Orbital goes to work on Philadelphia, with my current plan being to swap over to Colombia and Shala once Phase 2 Philadelphia finishes. 1 die goes to complete the Orbital Communication Network.

Services spams the Scrin Research button and finishes up Childcare and Preschool. Military we get the Super-MARVs, the last Apollo Factory, Shell Plants, and start up Ablat Plating. The big if thing is Myomers, which I want to toss the Steel Talons a bone given how much we've been ignoring them, but I could be convinced to go for something else if we believe it's crucially needed.

EDIT: Slight change. 1 Fiber-Optics die has been replaced with 2 Tidal Plant dice to make sure we're not wasting Infra Dice, and give us a greater ability to move into a Power Surplus next turn.
 
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[X] Plan Power, Military and Consumer Goods
Infra 5/5 80R +12
-[X] Tidal Power Plants (Phase 1) 0/200 1 dice 10 R 0%
-[X] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30 R 45%
-[X] Fiber-Optic Expansion 82/240 2 dice 40 R 34%
HI 5/5 +3 dice 80R +15 (-2 for 2 years due to graduates)
-[X] Blue Zone Power Production Campaigns (Phase 2) 247/550 2 dice 20 R 0%
-[X] Fusion Power Prototype 45/200 2 dice 40 R 42%
-[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 4 dice 20 R 96%
LC 3/3 +1 free 30R +12
-[X] Yellow Zone Light Industrial Sectors 116/400 2 dice 20 R 0%
-[X] Bulk Plastics Facilities 91/200 1 dice 10 R 19%
-[X] Security Review 1 dice
Agri 3/3 35R +12
-[X] Vertical Farming projects 227/250 1 dice 15 R 99%
-[X] Perennial Aquaponics Bays 0/300 2 dice 20 R 0%
Tiberium 5/5 85R +30 (-2 for 2 years due to graduates)
-[X] Blue Zone Perimeter Fencing (Phase 3) 273/400 3 dice 45 R 99%
-[X] Chicago Planned City (Phase 1) 0/80 2 dice 40 R 99%
Orbital 3/3 45R +12
-[X] GDSS Philadelphia II (Phase 1) 59/90 1 fusion dice 20 R 97%
-[X] Expand Orbital Communications Network (Phase 2) 108/135 1 fusion dice 10 R 100%
-[X] Orbital Cleanup (Phase 3) 1/90 1 dice 15 R 39%
Services 4/4 70R +27
-[X] Scrin Research Institutions 65/350 2 dice 60 R 0%
-[X] Childcare and Preschool programs 155/200 1 dice 5 R 98%
-[X] Game Development Studios 0/300 1 dice 5 R 0%
Military 5/5 + 1 dice 95R +12
-[X] Reclamator Fleet RZ 6 South (Super MARVs) 0/210 3 dice 60 R 45%
-[X] Apollo Fighter Factories (Toronto) 18/70 1 dice 15 R 76%
-[X] Shell Plants (Phase 3) 120/150 1 dice 10 R 98%
-[X] Ablat Plating Development 0/70 1 dice 10 R 58%
Bureau 3/3 +12
-[X] Security Review (LC) 3 dice +1 LC 100%
Free 5/5
-3 HI, 1 LC, 1 Mil

520/490 +30 one time (520 total)

This plan is focused on rolling out the needed power to cover this and future turns so it is heavier on HI than it should in future turns where I expect more Mil and Tib which we will need to keep NOD from pushing and allow us to keep pace with Tib mutations. To that end I am making sure fencing finishes this turn and that we get started on Chicago planned city (as that one adds abatement). I also have Apollo and Shell phase 3 to allows our military to continue to protect our tib expansions. Ablat Plating is also in because NOD is going laser heavy so rolling out a counter sooner than later will help with further pushes.

YZ Power in addition to keeping us energy neutral will also extend YZ franchise before elections and by continuing work on YZ light industrial we should keep the faith of the YZ. Also orbital comms is going to help with coordinating military and putting people more in contact with each other. The orbital cleanup is a resource infusion and we should have an easier time with orbital as we continue to clear up derbies.

Edit-
Dropped Spider for a 2nd dice on Scrin

Edit 2-
On power- we have so many power demands that it is crucial we keep pushing because later phases that give power for multiple projects take a lot of progress (like BZ power needs 8-9 dice for the current phase not something we can shock while still keeping pace elsewhere)

Edit 3-
Approval voting
[X] Plan Yellow Skies, Blue Power
 
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I think it is as well but I was sure people would complain if I didn't start it this turn, I might take it out a put that die somewhere else though.
I think we really do need Scrin research. I'll grumble and accept a plan I otherwise like that only has one Scrin die, but most people will want, like... two or more.

[ ] Plan Green is Not Tiberium
Infrastructure (5 dice, 80 resources)
-[] Tidal Power Plants (Phase 1) 0/200 1 die 10R 0%
-[ ] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources), 0%
-[ ] Fiber-Optic Expansion, 2 dice (40 Resources), 34%
Heavy Industry (5/5 dice, 45 resources)
-[ ] Blue Zone Power Production Campaigns (Phase 2), 1 die (10 Resources), 0%
-[ ] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources), 77%
-[ ] Fusion Power Prototype, 1 die (20 Resources), 0%
Light and Chemical Industry (3 dice, 20 resources)
-[] Yellow Zone Light Industrial Sectors 116/400 1 die (10 Resources)
-[ ] Bulk Plastics Facilities, 1 die (10 Resources), 19%
-[ ] 1 die locked for security
Agriculture (3 dice+5 free dice, 125 resources)
-[ ] Perennial Aquaponics Bays, 3 dice (30 Resources), 0%
-[ ] Vertical Farming projects, 1 die (15 Resources), 100%
-[] Entari Deployment 0/200 3 dice (60 Resources) 52%
-[] Spider Cotton Development 0/40 1 die 20 Resources 88%
Tiberium (5 dice, 50 resources)
-[ ] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources), 87%
Orbital (3 dice, 45 resources)
-[ ] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources), 97%
-[ ] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources), 100%
-[ ] Orbital Cleanup (Phase 3), 1 die (15 Resources), 39%
Services (4 dice, 95 resources)
-[ ] Scrin Research Institutions, 3 dice (90 Resources), 24%
-[ ] Childcare and Preschool programs, 1 die (5 Resources), 98%
Military (5 dice , 80 resources)
-[ ] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources), 45%
-[ ] Shell Plants (Phase 3), 1 die (10 Resources), 98%
-[ ] Ablat Plating Development, 1 die (10 Resources), 58%
Bureaucracy (3 dice)
-[ ] Security Reviews (LCI), 3 dice

Resources Available: 520
Resources Used: 520
Resources Remaining: 0

Uhhh, I set out to make a meme plan but by stealing all the dice for agriculture I found enough resources to get like, 24% chance of completing Scrin research?
Shit, man, I'd go for it. This is a plan that knows what it wants and beelines for it. I respect that.
 
@Void Stalker

What do you think of my suggestion:

"However, if we could cut Spider Cotton for another (10 R) project, and switch out the two dice on Ethnic Restaurants for one on Game Developers, we're 25 R out of 30 of the way to being able to afford a second Scrin die on your plan, which I'd like... We could get the last 5 R by switching out the Toronto fighter factory for Remote Weapons for our tanks, or by switching out one of the Chicago dice for a number of other tiberium projects. But that's getting closer to your core priorities. Or we could switch out an Arcologies die for a Tidal Power die, which isn't perfect but could be worse in that it still moves us towards something important. "

To summarize, we get you another Scrin die by sacrificing some combination of:

Two dice of Ethnic Restaurants for zero/one die of Game Developers (15 or 20 R)
Spider Cotton for any 10 R Agriculture project (10 R)
Arcologies die for Tidal Power (5 R per die thus switched)
 
[X] Powerplants for expansion
-[X]Infra 5/5 80R +12
--[X] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30 R 45%
--[X] Tidal Power Plants (Phase 1) 0/200 1 dice 10R
--[X] Fiber-Optic Expansion 82/240 2 dice 40R 34%
-[X]HI 5/5 +3 dice 80R +15 (-2 for 2 years due to graduates)
--[X] Blue Zone Power Production Campaigns (Phase 2) 247/550 4 dice 40 R 33.5%
--[X] Fusion Power Prototype 45/200 2 dice 40 R 42%
--[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 2 dice 10 R 26%
-[X]LC 3/3 30R +12
--[X] Yellow Zone Light Industrial Sectors 116/400 2 dice 20 R
--[X] Bulk Plastics Facilities 91/200 1 dice 10 R 19%
-[X]Agri 3/3 35R +12
--[X] Vertical Farming projects 227/250 1 dice 15 R 99%
--[X] State Operated Breweries 0/125 2 dice 20R 64%
-[X]Tiberium 2/5 30R +30 (-2 for 2 years due to graduates)
--[X] Blue Zone Perimeter Fencing (Phase 3) 273/400 2 dice 30R 87%
-[X]Orbital 3/3 55R +12
--[X] GDSS Philadelphia II (Phase 1+2) 59/90 2 fusion dice 40 R 4%
--[X] Expand Orbital Communications Network (Phase 2) 108/135 1 die 15R 99%
-[X]Services 4/4 75R +27
--[X] Scrin Research Institutions 65/350 3 dice 90R 24%
--[X] Childcare and Preschool programs 155/200 1 dice 5 R 98%
-[X]Military 5/5 + 2 dice 105R +12
--[X] Reclamator Fleet RZ 6 South (Super MARVs) 0/210 3 dice 60 R 45%
--[X] Shell Plants (Phase 3) 120/150 1 dice 10 R
--[X] Orca Refit Package Development 0/40 1 die 15R 88%
--[X] Ablat Plating Development 0/70 1 dice 10 R
--[X] Remote Weapons System Development Predator 0/40 1 die 10R 88%
-[X]Bureau 3/3 +12
--[X] Interdepartmental Communication Initiative 3 dice

Free 5/5

Free 5/5
520/490 +30 one time (520 total)

4 dice on blue zone power should take it high enough we can complete it next turn while doing a lot of military development so we can see all the factories while we decide on what we spend the energy on.
Bulk Plastics Facilities will provide the capital goods needed for Yellow Zone Light Industrial Sectors
Yellow Zone Power Grid Extension will help power those new factories and expand the number of yellow zoners who have power and can vote.
Our army could use some more time before we expand once more and gets another shell plant to build up their stockpiles.

Can you PLEASE switch out breweries for Perennials? Perennials is by far the more popular project and it's got long lead time built into it, so if we want to get the benefits during this Plan, we need to complete it now. It's like half the remaining Food target for the Plan right there, we just need to do it.
Perennials are +8 food or +1 food per turn for 2 years so as long as we complete it this year we get all the food this plan the breweries I want to have up and running before the election to show the development party who support our planned economy can provide the consumer goods wanted by our voters.
 
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I decided to swap the die on Chicago for a second Scrin die

[X] Plan There Are Developments In Our Future
Infrastructure 5/5 65R
-[X] Tidal Power Plants (Phase 1) 3 dice 30R 52%
(progress 0/200: 10 resources per die) (+++ Energy)
-[X] Blue Zone Arcologies (Phase 1) 1 die 15R 0%
(Progress 304/450: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy)
-[X] Fiber-Optic Expansion 1 dice 20R 0%
(Progress 82/240: 20 resources per die) (+ Labor, +++ Consumer Goods, ++ Logistics)
Heavy Industry 5/5 80R
-[X] Blue Zone Power Production Campaigns (Phase 2) 4 dice 40R 25%
(Progress 247/550: 10 Resources per die) (- Labor, +++++ Energy)
-[X] Fusion Power Prototype 1 die 20R 0%
(Progress 45/200: 20 Resources per Die) (+ Energy)
-[X] Union Class Construction Yard 1 free die 20R 0%
(Progress 0/180: 20 resources per die) (+1 Fusion Lift Die)
Light and Chemical Industry 3/3 30R
-[X] Yellow Zone Light Industrial Sectors 1 die 10R 0%
(Progress 116/400: 10 Resources per die) (++++ Consumer Goods, -- Energy, -- Capital Goods, --- Labor)
-[X] Bulk Plastics Facilities 1 dice + 1 free die 20R 77%
(Progress 91/200: 10 resources per die) (+ Capital Goods, ++ Consumer Goods)
Agriculture 3/3 45R
-[X] Perennial Aquaponics Bays 1 die 10R 0%
(Progress 0/350: 10 resources per die) (++++ Food over 8 turns, +++ Consumer Goods over 8 turns) (5 Political Support)
-[X] Vertical Farming projects 1 die 15R 100%
( Progress 227/250: 15 resources per die) (+++ Food, +++ Consumer goods, -- Energy)
-[X] Entari Deployment 1 die 20R 0%
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
Tiberium 2/5 30R
-[X]Blue Zone Perimeter Fencing (Phase 3) 2 dice 30R 87%
(Progress 273/400: 15 resources per die) (6 points of yellow zone mitigation)
Orbital 3/3 2 fusion dice 55R
-[X] GDSS Philadelphia II (Phase 1) 2 fusion die 40R 97%
(Progress 59/90: 30 resources per die) (5 PS for completion)
-[X] Expand Orbital Communications Network (Phase 2) 1 die 15R 100%
(Progress 108/140: 15 resources per die) (+ Logistics) (5 PS for completion)
Services 4/4 75R
-[X] Scrin Research Institutions 2 die 60R 0%
(Progress 65/350: 30 resources per die)
-[X] Childcare and Preschool programs 1 die 5R 98%
(Progress 155/200: 5 Resources per die) (--- Labor)
-[X] Fashion development houses 1 die 10R 0%
(Progress 0/225: 10 resources per die) (+++ Consumer Goods)
Military 5/5 120R
-[X] Reclamator Fleet RZ-6 South
--[X] Super MARVs 3 dice 60R 45%
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[X] Apollo Fighter Factories
--[X] Toronto 1 die 15R 76%
(Progress 18/70: 15 resources per die) (-- Labor, --- Energy)
-[X] Orca Refit Package Development 1 free die 15R 88%
(Progress 0/40: 15 resources per die)
-[X] Remote Weapons System Development Predator 1 free die 10R 88%
(Progress 0/40: 10 Resources Per die)
-[X] Shell Plants (Phase 3) 1 free die 10R 98%
(Progress 120/150: 10 Resources per die) (-- power)
-[X] Ablat Plating Development 1 free die 10R 58%
(Progress 0/70: 10 resources per die)
Bureaucracy 3/3
-[X] Security Reviews (Light and Chemical Industry) 3 dice + 1 LCI die
(DC 60 + 1 operations die)
Free Dice 5/5

490/490 10/30 Reserve
500 total resources spent
 
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@Void Stalker

What do you think of my suggestion:

"However, if we could cut Spider Cotton for another (10 R) project, and switch out the two dice on Ethnic Restaurants for one on Game Developers, we're 25 R out of 30 of the way to being able to afford a second Scrin die on your plan, which I'd like... We could get the last 5 R by switching out the Toronto fighter factory for Remote Weapons for our tanks, or by switching out one of the Chicago dice for a number of other tiberium projects. But that's getting closer to your core priorities. Or we could switch out an Arcologies die for a Tidal Power die, which isn't perfect but could be worse in that it still moves us towards something important. "

To summarize, we get you another Scrin die by sacrificing some combination of:

Two dice of Ethnic Restaurants for zero/one die of Game Developers (15 or 20 R)
Spider Cotton for any 10 R Agriculture project (10 R)
Arcologies die for Tidal Power (5 R per die thus switched)
Toronto is a must have to support our continued tiberium expansion and we need that given we are going to start losing mit points. I also need to go heavy on power because if we dont we are screwing ourselves in future turns. Chicago needs power amongst other things and so do a lot of cap goods and cons good projects as well as some others. Not to mention mil factories which even with a swap to dev projects Q3 and Q4 we will be back on factories by Q1 of next year at the latest.

Chicago is also the tiberium project that stresses our military the least after fencing so not swapping that. Spider cotton is trying to get some more improvement to the perennial action though I am starting that as well

Edit- Agri should be 3 perennial next turn fairly easily.
 
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Because I want to get Fusion dice, this plan puts 3 dice into the Union Construction yards, pushes for Tidal plants while also trying to finish other projects. And doesn't risk going below 0 on Energy.

[]Plan Unionizing
Infrastructure 5 dice +12 5/5 60R
-[] Tidal Power Plants (Phase 1) 0/200 3 dice 30R 52.25%
-[] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30R 45%
Heavy Industry 5 dice +15 5/5 100R
-[] Fusion Power Prototype 45/200 2 dice 40R 42%
-[] Union Class Construction Yard 0/180 3 dice 60R 73%
Light and Chemical Industry 3 dice +12 4/3 30R
-[] Bulk Plastics Facilities 91/200 2 dice 20R 77%
-[] Yellow Zone Light Industrial Sectors 116/400 1 die 10R
-[] Security Review 1 die
Agriculture 3 dice +12 3/3 55R
-[] Entari Deployment 0/200 2 dice 40R 8%
-[] Vertical Farming projects 227/250 1 die 15R 100%
Tiberium 5 dice +30 3/5 50R
-[] Chicago Planned City (Phase 1) 0/80 1 Tib die 20R 66%
-[] Blue Zone Perimeter Fencing (Phase 3) 273/400 2 dice 30R 87.25%
Orbital Industry 3 dice +12 3/3 45R
-[] GDSS Philadelphia II (Phase 1) 59/90 1 die 20R 97%
-[] Expand Orbital Communications Network (Phase 2) 108/135 1 die 10R 100%
-[] Orbital Cleanup (Phase 3) 1/90 1 die 15R 39%
Services 4 dice +27 4/4 70R
-[] Scrin Research Institutions 65/350 2 dice 60R
-[] Game Development Studios 0/300 1 die 5R
-[] Childcare and Preschool programs 155/200 1 die 5R 98%
Military 5 dice +12 7/5 105R
-[] Super MARVs RZ 6 South 0/210 3 dice 60R 45%
-[] Orca Refit Package Development 0/40 1 die 15R 88%
-[] Shell Plants (Phase 3) 120/150 1 die 10R 98%
-[] Advanced Myomer Works 0/125 2 dice 20R 55%
Bureaucracy 3 dice +12 4/3
-[] Security Reviews:LCI DC60 2 dice 98%
-[] Interdepartmental Communication Initiative DC 90 2 dice 88%

515/520 (490+30R)
5/5 Free Dice
I'm not sure it's a good idea to prioritize Entari Development over Perennials. Perennials has a long lead time to actually start turning out Food but is great for Food, making it a good choice for Plan completion, and it's also cheaper on resources, freeing up R for other things we could be doing instead. Like Fiber Optics, which your plan doesn't have the resources to put dice on.

Perennials are +8 food or +1 food per turn for 2 years so as long as we complete it this year we get all the food this plan the breweries I want to have up and running before the election to show the development party who support our planned economy can provide the consumer goods wanted by our voters.
We have a ton of consumer goods options we can complete before the election. If the Perennials project is done before Q4, though, we can use all its Food output to fuel further consumer goods producing options that consume -Food, of which there are several.

Also it's highly popular in its own right- even if it isn't explicitly +Consumer Goods, an option can still make people happy and more likely to support Treasury-friendly parties when the elections come in.
 
Toronto is a must have to support our continued tiberium expansion and we need that given we are going to start losing mit points. I also need to go heavy on power because if we dont we are screwing ourselves in future turns. Chicago needs power amongst other things and so do a lot of cap goods and cons good projects as well as some others. Not to mention mil factories which even with a swap to dev projects Q3 and Q4 we will be back on factories by Q1 of next year at the latest.

Chicago is also the tiberium project that stresses our military the least after fencing so not swapping that. Spider cotton is trying to get some more improvement to the perennial action though I am starting that as well

Edit- Agri should be 3 perennial next turn fairly easily.
OK but did you read the rest of what I said tho.

Because we can trade Arcologies for +Energy with Tidal, shuffle around Service dice, and delay Spider Cotton and we get that extra Scrin dice without TOUCHING anything that has to do with the Chicago/Toronto/military plans you have. If anything it's more favorable because it means our next quarter's energy budget is rosier.
 
This plan only uses 4 free di e.
[ ] Plan PEACE through POWER
This plan uses 6 free dice.
[] Plan There Are Developments In Our Future
-[ ] Fusion Power Prototype 1 die 20R 42%
(Progress 45/200: 20 Resources per Die) (+ Energy)
This is 0%, not 42%.

(I'm not double-checking everyone's math and resources; this is just what I noticed on casually reading people's plans. Is a 2 hour moratorium not long enough and causing people to rush too fast?)
 
Yeah, but the navy just got two very Energy-hungry shipyards that ate up most of an entire tranche of giant nuclear reactors built worldwide, so they're probably going to have to wait before we throw them any more red meat.
Well yes but I didn't say anywhere in there we needed to build them now I was more thinking we can do that next year for the Navy. I just said it looked like a good idea to invest in that's all.
 
[X] Powerplants for expansion

This will set our power budget right, complete a ton of prep work on the military front and still places 3 dice on Scrin research.
 
[X] Plan Green is Not Tiberium
Infrastructure (5 dice, 80 resources)
-[X] Tidal Power Plants (Phase 1) 0/200 1 die 10R 0%
-[X] Blue Zone Arcologies (Phase 1), 2 dice (30 Resources), 0%
-[X] Fiber-Optic Expansion, 2 dice (40 Resources), 34%
Heavy Industry (5/5 dice, 45 resources)
-[X] Blue Zone Power Production Campaigns (Phase 2), 1 die (10 Resources), 0%
-[X] Yellow Zone Power Grid Extension (Phase 2), 3 dice (15 Resources), 77%
-[X] Fusion Power Prototype, 1 die (20 Resources), 0%
Light and Chemical Industry (3 dice, 20 resources)
-[X] Yellow Zone Light Industrial Sectors 116/400 1 die (10 Resources)
-[X] Bulk Plastics Facilities, 1 die (10 Resources), 19%
-[X] 1 die locked for security
Agriculture (3 dice+5 free dice, 125 resources)
-[X] Perennial Aquaponics Bays, 3 dice (30 Resources), 0%
-[X] Vertical Farming projects, 1 die (15 Resources), 100%
-[X] Entari Deployment 0/200 3 dice (60 Resources) 52%
-[X] Spider Cotton Development 0/40 1 die 20 Resources 88%
Tiberium (2/5 dice, 30 resources)
-[X] Blue Zone Perimeter Fencing (Phase 2), 2 dice (30 Resources), 87%
Orbital (3 dice, 45 resources)
-[X] GDSS Philadelphia II (Phase 1), 1 die (1 Fusion) (20 Resources), 97%
-[X] Expand Orbital Communications Network (Phase 2), 1 die (1 Fusion) (10 Resources), 100%
-[X] Orbital Cleanup (Phase 3), 1 die (15 Resources), 39%
Services (4 dice, 95 resources)
-[X] Scrin Research Institutions, 3 dice (90 Resources), 24%
-[X] Childcare and Preschool programs, 1 die (5 Resources), 98%
Military (5 dice , 80 resources)
-[X] Super MARV Reclaimator Fleet (RZ-6 South), 3 dice (60 Resources), 45%
-[X] Shell Plants (Phase 3), 1 die (10 Resources), 98%
-[X] Ablat Plating Development, 1 die (10 Resources), 58%
Bureaucracy (3 dice)
-[X] Security Reviews (LCI), 3 dice

Resources Available: 520
Resources Used: 520
Resources Remaining: 0

Plan Green is Not Tiberium is founded on one principle: We have too many agriculture projects piling up and need to address this situation. So it cuts all the other free dice loose to plug them into agriculture, so we can both secure sources of food and consumer goods, aiming to complete Perennials next turn and have good shots and Entari and Spider-cotton this turn. It has one dice in tidal power to slow-move that, three in Scrin Research to fast-track that, and starts on Ablatitive Plating because that might not finish this turn and the great Emprojectening for the military can be put off a turn, but still aims for Supermarvs and Shell plants. I may follow this up with a Plan Light Industry Has Too Few Dice, but we'll see where we are next turn.
 
[X] Plan Yellow Skies

[X] Plan Power, Military and Consumer Goods

[X]Plan Unionizing
 
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I am tentatively willing to approval-vote @Vehrec 's plan, though I may jump ship to something I like more later. But I do like his. It hits the key high notes.

[X] Plan Green Is Not Tiberium

EDIT:
@Void Stalker 's plan seems pretty good, and it'd be churlish of me not to vote for it anyway, after VS went and agreed with my suggestions or something close to them.

[X] Plan Power, Military and Consumer Goods

Just so long as we upgrade the Orcas as well.
Honestly I suspect that the Orca upgrade will make as much or more difference for the Air Force as a second Apollo production line...

IIRC, Ithillid said that the Cruisers would likely be -2 energy. Just so you know. Rapiers are completely new, and require massive numbers, so that's why they took so much energy.
Plus the Governor-class isn't that different from existing ship designs by type, so we can probably do a lot of the construction in existing shipyards that are already drawing energy from the grid as it is.

(I'm not double-checking everyone's math and resources; this is just what I noticed on casually reading people's plans. Is a 2 hour moratorium not long enough and causing people to rush too fast?)
Almost certainly.

[he says, after frantically speed-reading three pages of discussion in hopes of getting his comments in to the authors of plans that have a chance of winning BEFORE they've built up so much momentum that the authors are reluctant to make changes]

Word of @Ithillid is that Spider Cotton does not improve Perennials.
Good to know.

Ah good to know, dropping that for a 2nd Scrin research dice
Thank you. Will edit a vote for your plan in, unless I missed something that I'd bring up with you after rereading your changes.
 
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