[X] Plan Yellow Skies
[X] Plan Green Is Not Tiberium
[X] Plan Power, Military and Consumer Goods

Throwing some approval votes around. Main points of contention between these for me is a lack of orbital cleanup in plan Yellow Skies, and a lack of Orca + Myomer in the other two plans.
 
This plan only uses 4 free di e.
So it does. I had to fix some things, updated plan for everyone who wants SPAAACE sooner:

[X]Plan Unionizing
Infrastructure 5 dice +12 5/5 60R
-[X] Tidal Power Plants (Phase 1) 0/200 3 dice 30R 52.25%
-[X] Blue Zone Arcologies (Phase 1) 304/450 2 dice 30R 45%
Heavy Industry 5 dice +15 6/5 105R
-[X] Fusion Power Prototype 45/200 2 dice 40R 42%
-[X] Union Class Construction Yard 0/180 3 dice 60R 73%
-[X] Yellow Zone Power Grid Extension (Phase 2) 101/275 1 die 5R
Light and Chemical Industry 3 dice +12 4/3 30R
-[X] Bulk Plastics Facilities 91/200 2 dice 20R 77%
-[X] Yellow Zone Light Industrial Sectors 116/400 1 die 10R
-[X] Security Review 1 die
Agriculture 3 dice +12 3/3 55R
-[X] Entari Deployment 0/200 2 dice 40R 8%
-[X] Vertical Farming projects 227/250 1 die 15R 100%
Tiberium 5 dice +30 3/5 50R
-[X] Chicago Planned City (Phase 1) 0/80 1 Tib die 20R 66%
-[X] Blue Zone Perimeter Fencing (Phase 3) 273/400 2 dice 30R 87.25%
Orbital Industry 3 dice +12 3/3 45R
-[X] GDSS Philadelphia II (Phase 1) 59/90 1 die 20R 97%
-[X] Expand Orbital Communications Network (Phase 2) 108/135 1 die 10R 100%
-[X] Orbital Cleanup (Phase 3) 1/90 1 die 15R 39%
Services 4 dice +27 4/4 70R
-[X] Scrin Research Institutions 65/350 2 dice 60R
-[X] Game Development Studios 0/300 1 die 5R
-[X] Childcare and Preschool programs 155/200 1 die 5R 98%
Military 5 dice +12 7/5 105R
-[X] Super MARVs RZ 6 South 0/210 3 dice 60R 45%
-[X] Orca Refit Package Development 0/40 1 die 15R 88%
-[X] Shell Plants (Phase 3) 120/150 1 die 10R 98%
-[X] Advanced Myomer Works 0/125 2 dice 20R 55%
Bureaucracy 3 dice +12 4/3
-[X] Security Reviews:LCI DC60 2 dice 98%
-[X] Interdepartmental Communication Initiative DC 90 2 dice 88%

520/520 (490+30R)
5/5 Free Dice
 
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So, serious question, is a 2 hour moratorium too short for planning? If people want, I can push it out to 3 or 4 hours starting next turn.
To me the main issue with only a 2 hour moratorium is it does not give much time for people who are not available when the update drops to contribute much. A 3-4 hour one gives more opportunity for more people to contribute.
 
oof, poor steel talons, no military confidence. I like playing as them, plus walkers are actually useful on terrain where tanks cant maneuver since they fill similar roles. We should probably look into that at some point
So, serious question, is a 2 hour moratorium too short for planning? If people want, I can push it out to 3 or 4 hours starting next turn.
also I agree with a longer moratorium as it lets more people discuss and plan
 
oof, poor steel talons, no military confidence. I like playing as them, plus walkers are actually useful on terrain where tanks cant maneuver since they fill similar roles. We should probably look into that at some point
My general hope is Myomers this turn, Titans R&D next turn, and rolling out both of those Walkers the moment we actually have a major power surplus.
 
[X] Plan Power, Military and Consumer Goods

I like Void Stalker's plan, but I think the Durable Goods Libraries is a better investment that would help ease Consumer Goods demand while promoting more socializing and community.
 
[X] Plan Power, Military and Consumer Goods

I like Void Stalker's plan, but I think the Durable Goods Libraries is a better investment that would help ease Consumer Goods demand while promoting more socializing and community.
Durable Goods takes energy and is more expensive per dice, though the energy is a bigger thing until we get the next BZ power phase online. We will want it at some point but we need to get more power running (which I am trying to do).
 
[X] Plan Yellow Skies
[X] Plan Power, Military and Consumer Goods
[X] Plan Green Is Not Tiberium

All three are fine with me.
 
[X] Plan Yellow Skies

[X] Plan Power, Military and Consumer Goods

[X]Plan Unionizing

[X] Plan Green Is Not Tiberium
 
@Void Stalker Why are you putting 3 dice into Fences? 2 dice is 87% chance and that is thus 15R that can be used elsewhere. We are unlikely to get any bonuses for the sort of gross overcompletion 3 dice is likely give us.
 
[X] Plan Power, Military and Consumer Goods

Any plan not using all the Tiberium dice is nuts, since it has the biggest mods.
 
@Void Stalker Why are you putting 3 dice into Fences? 2 dice is 87% chance and that is thus 15R that can be used elsewhere. We are unlikely to get any bonuses for the sort of gross overcompletion 3 dice is will likely give us.
We cant afford to fail fences this turn, we are getting the tib mutation so we need to make sure we get mitigation rolling out as quick as we can. And with the limited options our military can support there is nowehere to move the tib dice to this turn. Plus we should be using all 5 tib dice next turn on Chicago and rz containment or yz harvesting next turn thanks to continued Mil dice. And I am at full dice employed, plus 15 R is not enough to go to a 3rd scrin dice so at that point the extra 12% completion chance is worth the investment.
 
Guys can we Please do Blue Zone HI sectors? We really REALLY need the cap good infusion sooner rather than latter.
 
[X]Plan Unionizing
[X] Plan Yellow Skies
 
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