You know what, it might be a meme, but it also gives us a absolute ton of new resources to work with going forward.

[X] Plan Ok Prove It
 
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...

The lack of capital goods is the reason why I have been looking for alternative sources of capital goods. It would take at least a year of very heavy investment to finish up that phase, and we will need capital goods much sooner than that to keep things going. On for example the ship yards.

Though I do agree on the power aspect. It feels like any turn's new projects need needs another phase of power generation.
 
It might be a meme, but Plan Ok Prove It might also only be able to complete 2 phases before being blocked.


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

540/545
PS 55 +5(Mecca) -10(Coop Focus) = 50
Energy: 9 +8(Tidal) -4(Kure) -2(Chem) -2(Shipyard) -2(Titan) = 7
 
[X] Plan Ok Prove It

I normally don't want to vote but there's something awfully nice about dropping what counts as proto-Space-Marines on a global scale. Sure, let's commit to the shenanigans.
 
I do like Mining the Lines, it does have a 44% chance to take us to +1 Energy, if Kure, Chemical Precursors, and Titans all complete the same turn. That isn't necessarily a big issue, since Tidal dice are cheap, so it could be rushed out next turn. It doesnt take Inhibitors either, which would be a big Energy drain to deploy.
 
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[X] Plan Mining The Lines
[X] Plan Fusion, Myomers, Refugees, Cruisers, Income, and Deployments
[X] Plan Superconductors and containment lines

@Ithillid Because it's going to affect peoples planning on if we want to go for Nuuk or North Boston 4, can we get some idea on just what Nuuk's meant to do? Is it basically like North Boston or Tokyo but with all, or almost all, the consumer goods converted into capital goods? Is it all capital goods but not quite as many goods overall? Or something else?
 
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The main thing in here that is not in other plans is 2 dice on superconductors with us starting to deploy lasers and working on fusion plants having a better way to transfer power is getting more important it is one of the few High priority projects outside of the Military section. There are 2 dice on it as they are 30R each so doing it in two turns can save us 30R.
Three developments so there is a good chance Red zone mining unlocks and we get the income from the already completed phase.
Red Zone Containment Lines gets 4 dice to ensure it completes at least a phase for income and mitigation and has good odds to complete a second.

[X] Plan Superconductors and containment lines
-[X] infra 5/5 40R
--[X] Tidal Power Plants (Phase 2) 4 dice 40R 97%
-[X] HI 45R 5/5
--[X] Kure Machine Works 78/280 3 dice 45R 68%
--[X] Yellow Zone Power Grid Extension (Phase 3) 71/350 1 dice 5R
--[X] Blue Zone Microgeneration Program (Phase 2) 54/120 1 die 5R 70%
-[X]LCI 90R 4/4
--[X] Superconductor Foundries 0/200 2 dice 60R 11%
--[X] Chemical Precursor Plants 100/200 1 die 15R 31%
-[X] Agri 30R 1/3
--[X] Perennial Aquaponics Bays (phase 2) 123/350 1 die 10R
-[X] Tib 120R 5/5
--[X] Red Zone Containment Lines (Phase 3+4) 8/360 4 dice 100R 53%
--[X] Tiberium Inhibitor Development 0/60 1 die 30R
-[X] orbital 60R 3/3
--[X] GDSS Enterprise (Phase 3) 183/385 3 dice 60R+ 57%
-[X] Services 30R 2/4
--[X] Vaccine Development Programs 59/150 1 die 25R 55%
--[X] Game Development Studios 232/300 1 die 5R 78%
-[X] Mil 5+6/11 145R
--[X] Super MARV Reclaimator Fleet (YZ-5a) 159/210 1 die 20R 80%
--[X] Governor Class Cruiser Shipyards
---[X] Hampton Roads 0/200 2 dice 40R 11%
--[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
--[X] Remote Weapons System Deployment Predator 0/240 3 dice 30R 30%
--[X] Ablat Plating Deployment (Phase 3) 91/200 2 dice 20R 88%
-[X]Bureaucracy
--[X] Expand Strategic Planning Apparatus 0/100 3 dice 99%
545/545



An alternative to the Okay Prove it that goes for 3 phases of lines+1 of red zone harvesting(by completing two developments).

[X] Plan Max income Titan edition
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%
Heavy Industry (5 dice)
-[X] Synchronized Cycle Fusion Plants, 1 die (20 Resources)
-[X] Blue Zone Microgeneration Program (Phase 2), 1 die (5 Resources)
-[X] Kure Machine Works, 3 dice (45 Resources)
Light and Chemical Industry (4 dice)
-[X] Chemical Precursor Plants, 2 dice (30 Resources)
-[X] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources)
Agriculture (3 dice)
-[X] Security Reviews (Agriculture)
Tiberium (5 dice + 2 Free)
-[X] Red Zone Containment Lines (Phase 3+4+5) 8/540 7 dice 175R 86%
Orbital (3 dice)
-[X] Gravitic Drive Development 0/60 1 die 30R 71%
-[X] Orbital Cleanup (Phase 3+4) 44/180 2 dice 20R+ 60%
Services (4 dice)
-[X] Game Development Studios, 1 die (5 Resources)
-[X] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice + 4 Free)
-[X] Reclamator Fleet YZ-5a, 2 dice (40 Resources)
-[X] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources)
-[X] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources)
-[X] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
Bureaucracy (3 dice)
-[X] Security Reviews (Agriculture), 1 die
-[X] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
 
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The Planned Cities and their stated goals:

Chicago:
- Tiberium Abatement
- Tiberium Processing
Karachi:
- Supply line to Himalaya Blue Zone
- Major logistics base for Indian Ocean Blue Zone shipping
- Base for conquest of northern India
Colombo:
- Logistics hub
- Base for conquest of southern India
Mecca/Jeddah:
- Preservation of Mecca
- Tiberium Abatement
- Tiberium Processing?

India is a major Yellow Zone and probably a hotbed of NOD support. Also we're probably not going to be popular with the locals given how we have had barely any presence there for decades. Probably going to be a major grindfest against NOD/Warlord forces as well as a humanitarian disaster.
 
[X] Plan Fusion, Myomers, Refugees, Cruisers, Income, and Deployments
[X] Plan Ok Prove It
 
[X] Plan Superconductors and containment lines

The best plan I've seen this time. Dices mostly activated, and the military isn't too split in investments for way beyond the needed amount to satisfy the Military. Rational and efficient.

[X] Plan: DEPLOY (with both Power and Mecca)

Not bad either, since it takes advantage of the probably limited time opportunity to save Mecca before the alien rocks eat it all.

The other mining-heavy plans honestly looks more like jokes than real plans with how much dices from other categories are ignored. Better to stick to low-cost options for the rest of the 4-year plan than to try to get income that fast now. That and Tiberium processing capacity is lacking, so more phases of Chicago should be done first anyways.
 
[-] 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)
When comparing plan remember that this is locked til we complete 2 more deployments and we get the income/mitigation once we complete them.
 
[X] Plan Ok Prove It

l'audace l'audace toujours l'audace my friends. Let's give NOD more important things to worry about than terrorizing civilians and get some more greenbacks coming in.
 
For people voting for my plan, RZ Containment Lines has a 98% chance to complete, not a 100% chance. Don't think that changes anything, but just thought I would mention the numerical error I made. Have edited the write up.
 
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