I think I jumped the gun because I was frustrated. I shouldn't have posted that screenshot and shot down the potential discussion. Sorry everyone.

I'm not gonna be online when the vote opens, so if anyone wants to vote for the plan I posted please copy/paste the entire things if no one's done so yet.
 
[] Plan A Few Important Items Included

Infrastructure 4/5 80R
-[] Tidal Power Plants (Phase 2) 4 dice 40R 97%
(progress 278/450: 10 resources per die) (++++ Energy)
-[ ] Chicago Planned City (Phase 3) 2 Tiberium dice 40R 22%
(Progress 107/320: 20 resources per die) (++ Housing, --- Labor, -- Logistics, --- Energy) (Can spend mixed Tiberium and Infrastructure dice, at least 1 die must be Tiberium) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +120 Tiberium Processing Capacity)
Heavy Industry 5/5 65R
-[ ] Blue Zone Microgeneration Program (Phase 2) 1 die 5R 70%
(Progress 54/120: 5 resources per die) (++ Energy Reserve)
-[ ] North Boston Chip Fabricator (Phase 4) 1 die 15R 0%
(Progress 64/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
-[ ] Kure Machine Works 3 dice 45R 68%
(Progress 78/280: 15 resources per die) (++ Capital Goods, --Labor --- Energy) (High Priority)
Light and Chemical Industry 4/4 65R
-[ ] Chemical Precursor Plants 2 dice 30R 85%
(Progress 100/200: 15 resources per die) (++ Capital Goods, -- Energy)
-[ ] Personal Pharmaceuticals Plants 1 die 15R 0%
(Progress 0/180: 15 resources per die) (++ Consumer Goods, + Health) (High Priority)
-[ ] Johannesburg Myomer Macrospinner (phase 3) 1 die 20R 0%
(Progress 4/360: 20 resources per die) (++ Capital Goods, + Energy)
Agriculture 3/3 50R
-[ ] Perennial Aquaponics Bays (Phase 2) 1 die 10R 0%
(Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support)
-[ ] Entari Deployment 1 die 20R 0%
(progress 0/200: 20 resources per die) (++++ Food, Increases efficiency of agriculture systems)
-[ ] Wadmalaw Kudzu 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 3/5 30R
-[ ] Tiberium Inhibitor Development 1 die 30R 91%
(Progress 0/60: 30 resources per die)
Orbital 3/3 5 fusion dice 60R
-[ ] Gravitic Drive Development 1 die 30R 71%
(Progress 0/60: 30 resources per die)
-[ ] GDSS Enterprise (Phase 3) 1 fusion die 20R 0%
(Progress 183/385: 30 resources per die) (+ Capital Goods, + Consumer Goods)
-[ ] Orbital Cleanup (Phase 3) 1 fusion die 10R 85%
(Progress 44/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
Services 3/4 40R
-[ ] Fashion development houses 1 die 10R 10%
(Progress 89/225: 10 resources per die) (+++ Consumer Goods)
-[ ] Game Development Studios 1 die 5R 78%
(Progress 232/300: 5 Resources per die) (+++ Consumer Goods)
-[ ] Vaccine Development Programs 1 die 25R 55%
(Progress 44/150: 25 resources per die) (++ Health)
Military 5/5 155R
-[ ] Reclamator Fleet YZ-5a
--[ ] Super MARVs 1 die 20R 80%
(progress 159/210: 20 resources per die) (3 Points Yellow Zone Mitigation, 15 RpT)
-[ ] Orca Refit Package Development 1 die 15R 91%
(Progress 0/40: 15 resources per die) (High Priority)
-[] Ablat Plating Deployment (phase 3) 3 dice 30R 98%
(Progress 91/200: 10 resources per die) (Very High Priority)
-[ ] Governor Class Cruiser Shipyards
--[ ] Durban 3 free dice 60R 59%
(Progress 0/200: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
-[ ] Titan Mark 3 Deployment 3 free dice 30R 76%
(Progress 0/175: 10 resources per die) (-- Energy) (High Priority)
Bureaucracy 3/3
-[ ] Cooperative Focus 3 dice 97%
(DC 80/100/120) (-10 Political Support)
Free Dice 6/6
545/545 0/0 Reserve

Anyone have any feedback or spot any mistakes?
Problem with this plan is the very limited efforts towards income increase, and the dangerous gamble it takes on finishing the YZ-5a MARV fleet, remembering that we've been basically told that there's a military disaster going to happen if we don't finish it this turn.

Hell, even if we do things might get ugly; MARVs aren't invincible even if you slather them liberally in anti-laser ablatives.

Would the second invasive species fight the first for us though?
What, tiberium and kudzu?

Nah, that's totally a slap-slap-kiss scenario. They'll get along like a house on fire.
 
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Alright here's my responsible sane voter plan. It keeps moving on all the critical projects we're in the middle of, and goes for some of the expensive shiny new research while we're at it. The problem is that shit's expensive so I had to leave a few dice idle unfortunately. I'd rather lose a few dice in non-critical sectors and get bullshit game changers like reactionless drives and Tib inhibitors out ASAP, leaving an Infra die and 3 Services dice idle are a price I'm willing to pay for that.

1/5 Infra dice idle isn't that bad, there's still enough money to keep moving on the tidal plants, and with our consumer goods target set to be overshot just through passive grant gain much less the points we WILL rack up over the next year and a half from centralized projects, I think Services is an acceptable sacrifice. Still doing the vaccine program in Services, that's worth shaking loose the cash for, but video games and nicer clothing aren't quite as high up the priority list. They'll get done by the end of the year, this is a relatively temporary budget crunch from a combination of income generators rolling bad and new expensive research popping.

The key part I haven't seen proposed yet is going for Strategic Planning. Between Kure and the Chemical Precursor Plants, we have a 94% chance of getting the capital goods we need to afford strat planning this turn, and I would very much like to get the supercomputers finally up and running. I like 94% odds, I'm willing to roll the dice on them, strat planning is a big deal and I want it ASAP. On a narrative level it means our giant centrally planned behemoth of a planetary economy actually gets a real brain instead of the immediate post-war kludges of statistical best-guesses and rough approximations and close-enoughs. Mechanically it should unlock new interface elements like better trackers and information about future phases of projects that will be extremely helpful in planning ahead, and also maybe mutate some options to do new things now that the Treasury has a proper modern planning apparatus again. I'm particularly interested in getting it before we do the Cooperatives Focus, I think structural economic reforms will go better once we've got GDI Cybersyn crunching all the numbers and giving our nerds all the best data possible and letting us target effects on the economy more precisely and accurately.

Finally I was just kinda looking for a place to dump Free dice when I ran out of money, and both Infrastructure/Agriculture have seen a full two years pass since their last security reviews so it's time for them to get their checkups and I put 2 Free dice into letting us get both sectors checked in the same turn.


[] Plan How to Plan Better
Infrastructure (5 dice)
-[] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
-[] Security Reviews (Infrastructure), 1 die
Heavy Industry (5 dice)
-[] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
-[] Kure Machine Works, 3 dice (45 Resources)
Light and Chemical Industry (4 dice)
-[] Chemical Precursor Plants, 2 dice (30 Resources)
-[] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
Agriculture (3 dice + 1 Free)
-[] Yellow Zone Purification Facilities, 3 dice (30 Resources)
-[] Security Reviews (Agriculture)
Tiberium (5 dice)
-[] Chicago Planned City (Phase 3), 1 die (20 Resources)
-[] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
-[] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
-[] Tiberium Inhibitor Development, 1 die (30 Resources)
Orbital (3 dice)
-[] Gravitic Drive Development, 1 die (30 Resources)
-[] GDSS Enterprise (Phase 3), 1 die (20 Resources)
-[] Orbital Cleanup (Phase 3), 1 die (10 Resources)
Services (4 dice)
-[] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice + 4 Free)
-[] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
-[] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
-[] Governor Class Cruiser Shipyards (Durban), 3 dice (60 Resources)
-[] Titan Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice + 1 Free)
-[] Security Reviews (Infrastructure), 1 die
-[] Security Reviews (Agriculture), 1 die
-[] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
I think it'd be worth it to take a die off Durban to get the Titan Mk III to be more likely to roll out. I'm leery of using four dice on it, but I see the argument for using three- we'd love to meet our deployment target this turn.
 
I assume you're planning to start Mecca after Chicago Phase 3 is done?
Yup.

I would strongly prefer to put no more than three dice on the Titan Mk III project, but if we're trying to rush it so we can unlock a few things, I guess I understand. And to be fair, it lets us beeline point defense lasers next turn.
Yup, I think those lasers will actually be pretty useful. I could see 3 dice on Titans, that would drop the completion chance of both deployments to 74.5% though. This is more personal to me, I'm not a gambling man, or that would be a die that could be shifted around. I simply prefer a 94% chance.

Uhhh... how do we automatically get the 10-20 RpT from finishing the deployments? I'm confused.
Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

So basically, its already complete. But because of the compounding Nat 1s, the military locked it until we finish their deployments.

Hell, I think I'd vote for you, even if I have some wiggling grumbles about details.
Thank you, I'm flattered.
 
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I think it'd be worth it to take a die off Durban to get the Titan Mk III to be more likely to roll out. I'm leery of using four dice on it, but I see the argument for using three- we'd love to meet our deployment target this turn.
Titan Mark 3 also locks the anti missile laser deployment which even if not marked as such is something I think is high priority given that NOD is starting to add missiles to their stealth tanks. 3 is required on the titan rollout (not to mention the disruption to production line while it is being reworked)
 
-[] Chemical Precursor Plants 100/200 1 dice 15 R 31%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Personal Robotics Factory 0/250 1 die 15 R 0%

Out of curiosity why do you have the 1 die in Personal Robotics? Seems like having a good chance of finishing would be better for the Chemical precursor plant (going from one die to 2).
 
Yup, I think those lasers will actually be pretty useful. I could see 3 dice on Titans, that would drop the completion chance of both deployments to 74.5% though. This is more personal to me, I'm not a gambling man, or that would be a die that could be shifted around. I simply prefer a 94% chance.
Given each Titan dice is only 10R...I can see it. It's painful but I see it.

Red Zone Tiberium Harvesting (Phase 7)
While preparations are complete to drive another spear into the depths of the Red Zones, current military demands make that impossible. Fixing those problems will allow a further development immediately, and open future projects.
(Progress 130/130: 25 resources per die) (additional income trickle [10-20 Resources]) (1 point of Red Zone Mitigation)

So basically, its already complete. But because of the compounding Nat 1s, the military locked it until we finish their deployments.
That's probably suffered decay by now, though, and I don't see Ithillid allowing it to just go. He's thrown us enough bones.
 
Tried putting a plan together with a few things I'd like done.

[] Plan: DEPLOY
Infra 5/5 40R +15
-[4] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%, 3 dice 30R 78%, 4 dice 40R 97%
-[1] Security Review
HI 5/5 65R +20
-[1] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%, 2 dice 10R 99%
-[4] Kure Machine Works 78/280 2 dice 30R 15%, 3 dice 45R 68%, 4 dice 60R 95%
LCI 4/4 70R +15
-[2] Chemical Precursor Plants 100/200 1 die 15R 31%, 2 dice 30R 86%, 3 dice 45R 99%
-[2] Johannesburg Myomer Macrospinner (Phase 3) 4/360 4 dice 80R 9%, 5 dice 100R 42%, 6 dice 120R 77%, 7 dice 140R 94%
Agri 3/3 30R +15
-[3] Perennial Aquaponics Bays (phase 2) 123/350 2 dice 20R 2%, 3 dice 30R 39%, 4 dice 40R 80%, 5 dice 50R 96%
Tiberium 6/5 145R +35
-[2] Mecca/Jeddah Planned City (Phase 1) 0/160 2 Tib dice 40R 73%, 3 Tib dice 60R 99%
-[3] Red Zone Containment Lines (Phase 3) 8/180 2 dice 50R 63%, 3 dice 75R 98%
-[1] Tiberium Inhibitor Development 0/60 1 die 30R 91%
Orbital 3/3 30R +15 (5 Fusion dice)
-[1] Orbital Cleanup (Phase 3) 44/90 1 die 10R+ 85%, 2 dice 20R+ 100%
-[2] Skywatch Telescope System 0/150 2 dice 20R+ 47%, 3 dice 30R+ 89%, 4 dice 40R+ 99%
Services 2/4 30R +30
-[1] Game Development Studios 232/300 1 die 5R 78%, 2 dice 10R 100%
-[1] Vaccine Development Programs 59/150 1 die 25R 55%, 2 dice 50R 99%
Military 8/5 130R +15
-[2] Super MARV Reclaimator Fleet (YZ-5a) 159/210 1 die 20R 80%, 2 dice 40R 99%
-[3] Governor Class Cruiser Shipyards 0/200 2 dice 40R 11%, 3 dice 60R 59%, 4 dice 80R 91%
-[3] Titan Mark 3 Deployment 0/175 2 dice 20R 26%, 3 dice 30R 76%, 4 dice 40R 96%
Bureau 2/3 +15
-[2] Security Review: (Infrastructure) DC60 1 die 71%, 2 dice 99%
Free 4/6

540/545 R (Always with the 5 spare R!)
PS 55 +5(Mecca)
Energy: 9 +8(Tidal) -4(Kure) -2(Chem) -2(Shipyard) -2(Titan) = 7

Infra ended up not contributing to Mecca, as using a spare dice in Tib makes more sense. Still going for likely completion of Tidal Power Plants as we need that power.
Decided to throw in a Security Review for Infra, as NOD could really mess things up for us with a power or logistics interruption.
HI goes for the Energy reserve, which gives us a bit more flexibility with Energy in future. Obviously gunning for Kure.
LCI: Get that Chem plant done and start on the next Macrospinner Phase. I anticipate we'd go with Macrospinner and Pharmaceuticals next turn.
Agri: The Perennial upgrade continues...
Tib: GDI arrives in Mecca and Jeddah. Testing the waters with another phase of RZ Containment Lines. And we obviously get the Inhibitor unlocked now. Could drop the 5R into Prospecting, but I'm not sure it is worth it.
Orbital: Might be a bit contentious, but I'm very concerned about rogue asteroids. So I'm starting the Skywatch Telescope. I don't want to mess with reactionless drives until we can make sure everything is where it should be up there.
Services: QoL.
Military: DEPLOY.
Bureaucrazy: A bit busy at the moment, so I just did a security review. We've got spare dice to do one of the other projects, but I don't know which one.
 
Can't remember if Ithilid has already said this, but how much military impact would getting the orbital strike station active have? Cause we've been sitting on that for a long time now.
 
Any reason we're not using some of the dice we have an excess of do do Unions or Co-ops?
Because we want to hit it with three dice at once so that it rolls high and we clear the high DCs? I'm pretty sure this is a "you get one shot, how high you roll equals how well you do" thing not a "progressive completion" thing.

Several of us have been talking about grabbing that before the results for Q1. There is a meme plan based around shoving all the dice at it and 2 of the other 4 proposed plans have 3 dice and a 3rd plan has 2 dice on it? Where did you get the idea we were ignoring it?
Reviewing @marids ' posting history, I think he's convinced that the reason we do anything other than throw all Free dice and Resources at tiberium literally every turn is because we're all idiots who don't understand that tiberium is dangerous.

Wow, that is a lot of planned cities we now have available.
And we finally have a multi-phase project dedicated to giving Capital Goods. Which is going to be needed given that we now also have to supply multiple phases worth of Zone Armor factories. Probably more effective than building Phase 4 Boston. A bit of a surprise it's being set up in Greenland though.
Boston Phase 4 is a fairly high-efficiency Capital Goods project; I see no reason to assume the lower phases of Nuuk will be more efficient. 1200 Progress for +16 Capital Goods (plus +8 Consumer Goods, which isn't irrelevant even if it's not a big deal) is pretty good; Nuuk might beat that but I kind of doubt it'll be overwhelmingly better, just that the individual phases will be cheaper at first (160 for +0, 320 for +X, 640 for +2X, probably).

But the first three phases alone will have cost comparable to Boston Phase 4, so unless Phase 2 is worth at least +5 Capital Goods and Phase 3 is worth at least +10, it's not gonna be competitive.

The thing stopping us from building Boston Phase 4 isn't that it's inefficient, it's just so goddamn expensive that it's going to take a full year of intensive investment of Heavy Industry dice to complete.

4 dice is overkill. The problem with deploying the Wolverines was that we'd have run into trouble if the refit hadn't finished in two quarters. Not one. We can take it slow for the first quarter without any problems; going down to 3 dice (or even 2 dice) is better since we'll still have a good 76% chance to finish on 3 dice this turn, and if not we can easily make up the difference next turn. We don't need to overspend to get it done in one quarter.
The idea behind the 4-die plan is to get that done so we've checked off enough Deployment projects that we can do major tiberium mining expansion projects next turn finally. But that requires actually being assured of completing both projects, since failing either one kind of screws things over.

I'm not sure I support this, but I understand the logic.

Given how NOD is going to attack this reclamator hub, I feel extremely unsafe only spending 1 die on it. Failure is not an option here, since if it doesn't complete the NOD attack on our completely isolated hub could see it completely destroyed, along with all the refugees living near it. Only spending 1 dice here instead of 2 is completely neglectful and is asking for us to lose the entire project and all the progress we've put into it. (Not to mention the political blowback.) I refuse to vote for any plan that doesn't invest 2 dice into YZ-5a's MARV fleet. It's as blatant a problem area as we've ever gotten. Do not ignore the narrative text, or rely on good luck to ward away such an obvious problem.
Yeah, me too.

That is information that should be included in the turn summary, darn I had dice on that since it was so cheap
I'm pretty sure I remember hearing it mentioned before.

The problem is, it's Resource-cheap, but in terms of Resources spent per unit Energy returned it's still not that great. Just doing Blue Zone Power would net us +16 Energy for about 80 R, while Yellow Zone Power is +3 Energy for about +20 R. Finishing Tidal Power Phase 2 would take about +30 more R for +8 Energy, meanwhile, but that's in a different category and not competing with the Heavy Industry options.

Honestly, leaving dice on Yellow Zone Power fallow so we can consolidate Resources and squeeze out one more die on a major priority project might well be the better choice.

Are inhibitors really that good? They're not anti-mutators, so they only help with abatement. In terms of abatement, seems like we could abate normally and get paid for it, or inhibit and just have to pay for it.
No way to know until we at least prototype it and find out, but trading +Energy for +Mitigation could be pretty damn good depending on how expensive the project is.

But it's Scrintech, and those guys know their tiberium. We have to at least try.

[ ] Plan Mitigation, Income, Enterprise and Double 5a
Infra 5/5 50R +15
-[] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 55R +20
-[] Blue Zone Microgeneration Program (Phase 2) 54/120 2 dice 10 R 99%
-[] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
LCI 4/4 55R +15
-[] Chemical Precursor Plants 100/200 1 dice 15 R 31%
-[] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[] Johannesburg Personal Robotics Factory 0/250 1 die 15 R 0%
Agri 3/3 30R +15
-[] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R ??%
Tiberium 5/5 125R +35
-[] Mecca/Jeddah Planned City (Phase 1) 0/160 1 die 20 R 0%
-[] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98% (6% for phase 4) (High Priority)
-[] Tiberium Inhibitor Development 0/60 1 die 30R 91%
Orbital 3/3 +1 free 70R +15 (5 Fusion dice)
-[] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
Services 1/4 25R +30
-[] Vaccine Development Programs 59/150 1 die 25 R 55%
Military 5/5 +5 dice 130R +15
-[] Reclamator Fleet YZ-5a (Super MARV) 159/210 2 dice 40 R 99%
-[] Reclamator Fleet RZ-7N (Super MARV) 0/210 1 dice 20 R 0%
-[] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30% (High Priority)
-[] Ablat Plating Deployment (Phase 3) 91/200 1 die 10 R 22% (Very High Priority)
-[] Titan Mark 3 Deployment 0/170 3 dice 30 R 76% (High Priority)
Bureau 3/3 +15
-[] Cooperative Focus 3 dice 97% for highest DC level
Free 6/6
5 mil, 1 orb

545/545
PS 55 -10

Alternate version of my plan for those that prefer 2 dice on reclamator fleet 5a
I'm pretty sure we'd do better to consolidate points on either RWS-Predator or Ablatives, because if we can get two Deployments done we unlock some good Tiberium options next turn. Whereas we get nothing from having two projects half-finished.

Do not be such a doomsayer about the narrative text-the threat is not as huge as 'losing the entire project and all the progress we've put into it.' I am sure that NOD warlords would love to push us into the sea, but I doubt they have the actual capacity, especially if we invest a bit more. 80% odds aren't worth spending tens of billions of credits to ensure your worst nightmares don't come true.
That's an isolated garrison surrounded by Nod territory, with Nod being in a great position to, say, fire big ol' liquid tiberium tipped rockets into the favelas surrounding the base. And we have no idea how many tens of thousands of Nod troops they can smuggle into striking distance of the base.

There is absolutely no assurance that the base can hold for three more months as it is now, without significant damage to either the Hub, the MARVs under construction, or both. At which point we're being penny wise, pound foolish, because we end up having to spend more dice later to rebuild whatever damage MARV inflicted on the base, possibly up to and including "burnt to the ground and killed thousands of refugees."

I see the one-die option as giving us an 80% chance of completing the project and a near-20% chance of losing all the resources sunk into the project to date for nothing and getting humiliated, with a slim single digit percent chance of the base managing to hold on without taking enough damage to force completing it next turn to cost a second die and leave us right back where we started.

I don't like that gamble.

1 die is 80% which is not relying on good luck to finish.
It's not relying on good luck, but it's definitely relying on no bad luck. Given that this project leads to tiberium mitigation which means tiberium hates it, and given how our tiberium rolls have been...

I don't like that gamble one bit.
 
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Because people have ignored it since the day the Military gave their ultimatum to Dr Granger, and I fully expect most voters will still think it's not safe to try to expand operations anywhere other than MARV fleets.
@marids ...

I need to ask you a question. Please, seriously, answer the question.

Do you read other people's posts? Because you're "expecting" the exact opposite of the general tone of the thread discussion for the last several pages.

Are we really desperate for the Tidal Generation upgrade right now? I feel like we should be spending greater than 0 Infra dice on Mecca/Jeddah, instead of just a token Tib die. I feel like we should complete Phase 1 quickly to get our booted foot in that door.
Tiberium dice finish planned cities more efficiently than Infrastructure dice, and we do genuinely need to keep building up our Energy surplus.

It's a Command and Conquer game; you do NOT want to realize you've built one too many factories for your available power plants. :p

I mean, it took a massive defeat in RZ 1 and the military putting its foot down about future RZ operations for us to realize "Huh, we should actually focus on funding the military instead of Number Go Up."

We don't exactly have a good record of perceptiveness here.
To be fair, we WERE activating an average of something like 3+ military dice per turn on most turns, sometimes quite a lot more. It just wasn't getting the kind of aggressive funding we've seen lately where nearly all Free Dice go to the military.

The real problem is that we were aggressively pushing out into the Yellow Zones in a way canon GDI usually doesn't, without upgrading our military more than canon GDI would have been able to do.

Chem Precurors are needed but not needed enough to overkill them so instead using the 1 dice to start another useful project in LCI
I forget if your plan does that Strategic Planning option, but if it does... uh, doesn't that eat -4 Capital Goods all by itself? I'd kind of like to actually have the Capital Goods surplus in hand next turn...
 
Posting for Derpmind:

[X] Plan Mining The Lines
-[X] Infrastructure 1/5 dice 10R
--[X] Tidal Power Plants (Phase 2) 278/450 1 die 10R (1/2.5 median chance)
-[X] Heavy Industry 5/5 dice 85R
--[X] Synchronized Cycle Fusion Plants 8/350 2 dice 40R (2/5 median chance)
--[X] Kure Machine Works 78/280 3 dice 45R 68%
-[X] Light and Chemical Industry 3/4 dice 50R
--[X] Chemical Precursor Plants 100/200 2 dice 30R 86%
--[X] Johannesburg Myomer Macrospinner (Phase 3) 4/360 1 die 20R (1/5.5 median chance)
-[X] Agriculture 0/3 dice 0R
-[X] Tiberium 5/5 + 2 free dice 165R
--[X] Chicago Planned City (Phase 3) 107/360 1 Tib die 20R (1/3 median chance)
--[X] Yellow Zone Tiberium Harvesting (Phase 4) 49/300 1 die 20R (1/3 median chance)
--[X] Red Zone Containment Lines (Phase 3) 8/180 5 dice 125R 100% (92% Phase 4, 9% Phase 5)
-[X] Orbital Industry 3/3 dice 50R
--[X] Gravitic Drive Development 0/60 1 die 30R 71%
--[X] Orbital Cleanup (Phase 3) 44/90 2 dice 20R 100% (60% Phase 4)
-[X] Services 2/4 dice 30R
--[X] Game Development Studios 232/300 1 die 5R 78%
--[X] Vaccine Development Programs 59/150 1 die 25R 55%
-[X] Military 5/5 + 4 free dice 150R
--[X] Super MARV Reclaimator Fleet (YZ-5a) 159/210 2 dice 40R 99%
--[X] Ablat Plating Deployment (Phase 3) 91/200 2 dice 20R 80%
--[X] Governor Class Cruiser Shipyards (Durban) 0/200 2 dice 40R 11%
--[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
-[X] Bureaucracy 3/3 dice
--[X] Expand Strategic Planning Apparatus 0/100 3 dice 99%

Total cost: 540/545R, 6/6 Free Dice
 
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Plan below try to pass Cooperative support, improve our mitigation and income (and set us up to really hammer those next turn), get the Enterprise station out and work on 3 mil deployments (including the one that lets us do the anti missile laser which I view as high priority given NOD is beginning to rollout missiles on there stealth tanks).

[X] Plan Mitigation, Income, Enterprise
Infra 5/5 50R +15
-[X] Tidal Power Plants (Phase 2) 278/450 5 dice 50 R 99%
HI 5/5 55R +20
-[X] Blue Zone Microgeneration Program (Phase 2) 54/120 2 dice 10 R 99%
-[X] Kure Machine Works 78/280 3 dice 45 R 68% (High Priority)
LCI 4/4 55R +15
-[X] Chemical Precursor Plants 100/200 1 dice 15 R 31%
-[X] Personal Pharmaceuticals Plants 0/180 2 dice 30R 22% (High Priority)
-[X] Johannesburg Personal Robotics Factory 0/250 1 die 15 R 0%
Agri 3/3 30R +15
-[X] Perennial Aquaponics Bays (Phase 2) 123/350 3 dice 30 R 39%
Tiberium 5/5 125R +35
-[X] Mecca/Jeddah Planned City (Phase 1) 0/160 1 die 20 R 0%
-[X] Red Zone Containment Lines (Phase 3) 8/180 3 dice 75R 98% (6% for phase 4) (High Priority)
-[X] Tiberium Inhibitor Development 0/60 1 die 30R 91%
Orbital 3/3 +1 free 70R +15 (5 Fusion dice)
-[X] GDSS Enteprise (Phase 3) 183/385 3 dice 60 R 57%
-[X] Orbital Cleanup (Phase 3) 43/90 1 dice 10 R 85%
Services 1/4 25R +30
-[X] Vaccine Development Programs 59/150 1 die 25 R 55%
Military 5/5 +5 dice 130R +15
-[X] Reclamator Fleet YZ-5a (Super MARV) 159/210 2 dice 40 R 99%
-[X] Reclamator Fleet RZ-7N (Super MARV) 0/210 1 dice 20 R 0%
-[X] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30% (High Priority)
-[X] Ablat Plating Deployment (Phase 3) 91/200 1 die 10 R 22% (Very High Priority)
-[X] Titan Mark 3 Deployment 0/170 3 dice 30 R 76% (High Priority)
Bureau 3/3 +15
-[X] Cooperative Focus 3 dice 97% for highest DC level
Free 6/6
5 mil, 1 orb

545/545
PS 55 -10
 
In the interest of avoiding spamming people with my very lengthy plan write up again - If you are interested in my plan, may I please invite you to view my post just below the Q2 2056 turn post. (Post 9689, page 388).

A brief summary would be that the core objectives of this plan are,
- Firmly keeping the pedal pressed on Fusion (by economizing on R per die to pay for 20R Fusion), because there are a lot of useful things we want that suck up a lot of Energy, particularly the two Tib inhibitor techs that QM has mentioned are very Energy intensive.
- Finishing double deployments this turn to auto-unlock 10-20 RpT from RZ Harvesting Phase 7, and glaciers for next turn because we are making undesirable dice cuts, and are behind on income.

[X] Plan Fusion, Myomers, Refugees, Cruisers, Income, and Deployments
Infrastructure (5/5 dice, 50R)
-[X] Tidal Power Plants (Phase 2), 5 dice (50 Resources)
Heavy Industry (5/5 dice, 90R)
-[X] Synchronized Cycle Fusion Plants, 3 dice (60 Resources)
-[X] Kure Machine Works, 2 dice (30 Resources)
Light and Chemical Industry (4/4 dice, 70R)
-[X] Chemical Precursor Plants, 1 die (15 Resources)
-[X] Personal Pharmaceuticals Plants, 1 die (15 Resources)
-[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
Agriculture (3/3 dice, 20R)
-[X] Yellow Zone Purification Facilities, 2 dice (20 Resources)
-[X] Security Reviews, 1 die
Tiberium (5/5 dice, 115R)
-[X] Chicago Planned City (Phase 3), 2 dice (40 Resources)
-[X] Red Zone Containment Lines (Phase 3), 3 dice (75 Resources)
Orbital (3/3 dice, 50R)
-[X] GDSS Enterprise (Phase 3), 2 dice (2 Fusion) (40 Resources)
-[X] Orbital Cleanup (Phase 3), 1 dice (1 Fusion) (10 Resources)
Services (0/4 dice, 0R)
Military (11/5 dice, 150R)
-[X] Reclamator Fleet YZ-5a (Super MARVs), 2 dice (40 Resources)
-[X] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
-[X] Titan Mark 3 Deployment, 4 dice (40 Resources)
-[X] Ablat Plating Deployment (Phase 3), 3 dice (30 Resources)
Bureaucracy (2/3 dice)
-[X] Security Reviews (Agriculture), 2 dice
545/545R, 6 free dice used
 
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