Looking at the plan going for 9 dice on Red Zone Containment Lines and the amount of votes make me think how can i improve that plan
This has 2 dice less on the Lines and 1 less on the shipyard to get 3 Titan dice in so it gets the income of a red zone mining instead of the 4th lines phase.
The freed up R is used on 2 orbital cleanup dice and 2 dice on Perennial Aquaponics Bays
As a bonus this allows a single glacier mine next turn for even more income.

[] Plan Max income Titan edition
Infrastructure (5 dice)
-[] Tidal Power Plants (Phase 2) 278/450 2 dice 20R 28%
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)
-[] Security Reviews (Agriculture)
Tiberium (5 dice + 2 Free)
-[] Red Zone Containment Lines (Phase 3+4+5) 8/540 7 dice 175R 86%
Orbital (3 dice)
-[] Gravitic Drive Development 0/60 1 die 30R 71%
-[] Orbital Cleanup (Phase 3+4) 44/180 2 dice 20R+ 60%
Services (4 dice)
-[] Game Development Studios, 1 die (5 Resources)
-[] 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), 2 dice (40 Resources)
-[] Titan Mark 3 Deployment 0/175 3 dice 30R 76%
Bureaucracy (3 dice)
-[] Security Reviews (Agriculture), 1 die
-[] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
 
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I had already had two answers to that, and had since written up a plan accounting for both things...
Apologies. Keeping up with things in a thread like this can be really goddamn difficult, especially when you keep getting called away for hours at a stretch whether you like it or not. :(

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.
Yeah, but at the same time, we also need to keep our Heavy Industry investment clear TO invest in North Boston, because dancing around in circles trying to avoid building it isn't a good idea and isn't efficient in the long run.

The most attractive alternatives are light industry, because those don't stop us from working on North Boston, and we can scrape up at least a few more Capital Goods out of Kure (one of the few Heavy Industry projects that's still attractive on its own even while North Boston is in the queue).

But bluntly... We need North Boston. All the alternatives just wind up forcing us to roll more dice and spend more resources to get less Capital Goods.

Looking at the plan going for 9 dice on Red Zone Containment Lines and the amount of votes make me think how can i improve that plan
This has 2 dice less on the Lines and 1 less on the shipyard to get 3 Titan dice in so it gets the income of a red zone mining instead of the 4th lines phase.
The freed up R is used on 2 orbital cleanup dice and 2 dice on Perennial Aquaponics Bays
As a bonus this allows a single glacier mine next turn for even more income.

[] Plan Max income Titan edition
Infrastructure (5 dice)
-All idle lol
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)
Honestly, with a plan like this it's probably best to just cancel spending 5 R on something like Microgeneration. The resources will be more useful when concentrated on a single die of something that specifically matters in the short term. For instance...

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)
-[] Perennial Aquaponics Bays (phase 2) 123/350 2 die 20R 2%
-[] Security Reviews (Agriculture)
The next phase of Perennials is effectively a Consumer Goods and Food trickle. We're not gonna get any decisive benefits out of the Food trickle for Plan completion purposes any time soon, and we need to take a turn or two of actual Agricultural focus (e.g. Entari Deployment) to fulfill the Plan goal for Food... and that's not happening this turn anyway.

Knocking the dice off Perennials, Microgeneration, and Game Development frees up 30 Resources, which we can then throw at quite a few things (a die on North Boston, a die on Entari Deployment, sadly not both)...

Tiberium (5 dice + 2 Free)
-[] Red Zone Containment Lines (Phase 3+4+5) 8/540 7 dice 175R 86%
We could make a variant of this plan, say, though it would be betraying the meme, that dropped Microgeneration and Game Development to 'upgrade' two Red Zone Lines dice to Mecca dice, and then consolidated the two dice on Perennials into one on Entari.

Bureaucracy (3 dice)
-[] Security Reviews (Agriculture), 1 die
-[] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
I'm a bit shaky on the wisdom of a one-die security review... although on a turn where we leave so many dice fallow it's as good a time as any to try, I guess?
 
[X] Plan Mining The Lines
[X] Plan Ok Prove It, With Battlemechs and Cleanup and Pilgrimage
[X] Plan Fusion, Myomers, Refugees, Cruisers, Income, and Deployments
 
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[X] Plan Superconductors and containment lines
[X] Plan Max income Titan edition
[X] Plan Mitigation, Income, Enterprise
[X] Plan: DEPLOY (with both Power and Mecca)
[X] Plan How to Plan Better
 
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@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?
Do stratplanning. This is one of the big things that stratplanning gives you, where it is going to tell you exactly what every phase gives you and the amount of progress to complete is.
 
[X] Plan Mitigation, Income, Enterprise

i like improving cooperatives so they become the bigger buisness model instead of traditional mega corporations
 
[X] Plan How to Plan Better
[X] Plan Mitigation, Income and Enterprise
[X] Plan Mining The Lines
 
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[X] Plan Superconductors and containment lines
[X] Plan How to Plan Better

These are the only plans that do Tib Inhibitor Development and Strat Planning at this point to my knowledge.

And frankly, unless a plan does both these things they are not getting my vote. I consider them that important.
 
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Now, you'll notice I said that first plan I posted was my responsible sane voter plan.

This one is not, but to be perfectly honest I kinda like it more, maybe I've just hyped myself up for the meme. ZOCOM says they're on High confidence, Red Zone Containment Lines have been tagged as High Priority, I think someone's asking for a fight and I'll be damned if we won't give it to them. It's not even that insane of a plan IMO, I'm going to unironically approval vote for it alongside my first plan.

Sure it has to cut a lot more fat than my first plan, but I don't think there's anything truly deeply critical that got cut, and hey I even had some spare change left over to get video games! Still makes the same amount of progress on core industrial sectors as my original, but has a much higher expected income increase and gets us hella Red mitigation to leave us sitting pretty comfortable when mutation starts to bite. It's really not that bad, it might be a little singleminded but hey ZOCOM asked for it and we all know they're by far the Treasury's favorite child.

If you don't like idle dice, just scroll past this post, but otherwise BEHOLD: THE RED ZONE CONTAINMENT MEMEPLAN!


[] Plan Ok Prove It
Infrastructure (5 dice)
-All idle lol
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)
-All idle lol
-[] Security Reviews (Agriculture)
Tiberium (5 dice + 4 Free)
-[] Red Zone Containment Lines (Phase 3), 9 dice (225 Resources)
Orbital (3 dice)
-[] Gravitic Drive Development, 1 die (30 Resources)
Services (4 dice)
-[] Game Development Studios, 1 die (5 Resources)
-[] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice + 2 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)
Bureaucracy (3 dice)
-[] Security Reviews (Agriculture), 1 die
-[] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
Hmm. This plan has become very popular and I can understand why. Ruthless determination to follow through on an important goal is respectable.

My concern with this plan is that it doesn't quite pursue the general goal of ruthless maintenance of the aim through leaving off dice that we don't need... while also forgoing some other income-increasing opportunities that would leave us particularly well positioned next turn.

Without sacrificing the ruthless focus on Tiberium dice and Red Zone containment, I'd like to rearrange things a bit. Priorities I'd like to address:

1) Freeing up resources to activate more high-value dice.

2) Not cutting off all funding to the Steel Talons. We know they want to deploy the Titan Mk III, we have incentive to cooperate in this goal because we're trying to get enough 'deployment' projects to fulfill our commitments to the military, and even one die thrown their way would help as we push out their deployment project next turn.

[X] Plan Ok Prove It, With Battlemechs and Cleanup and Pilgrimage
Infrastructure (5 dice)
-All idle lol
Heavy Industry (5 dice)
-[] Synchronized Cycle Fusion Plants, 2 dice (40 Resources) (progress, ~3 more dice needed)
-[] Kure Machine Works, 3 dice (45 Resources) (68%)
Light and Chemical Industry (4 dice)
-[] Chemical Precursor Plants, 2 dice (30 Resources) (86%)
-[] Johannesburg Myomer Macrospinner (Phase 3), 2 dice (40 Resources) (progress, ~3.5 more dice needed)
Agriculture (3 dice)
-All idle lol
-[] Security Reviews (Agriculture)
Tiberium (5 dice + 4 Free)
-[] Mecca/Jeddah Planned City (Phase 1), 2 die (40 Resources) (73%)
-[] Red Zone Containment Lines (Phase 3+4+5), 7 dice (175 Resources) (~85%, 10% of Phase 6)
Orbital (3 dice)
-[] GDSS Enterprise (Phase 3), 1 die (20 Resources) (progress, ~2 more dice needed)
-[] Orbital Cleanup (Phase 3+4), 2 dice (20 Resources) (60% of Phase 4)
Services (4 dice)
-[] Vaccine Development Programs, 1 die (25 Resources) (55%)
Military (5 dice + 2 Free)
-[] Reclamator Fleet YZ-5a, 2 dice (40 Resources) (99%)
-[] Ablat Plating Deployment (Phase 3), 2 dice (20 Resources) (80%)
-[] Governor Class Cruiser Shipyards (Durban), 2 dice (40 Resources) (11%)
-[] Titan Mark 3 Deployment, 1 die (10 Resources) (progress, ~2 more dice needed)
Bureaucracy (3 dice)
-[] Security Reviews (Agriculture), 1 die (71%)
-[] Expand Strategic Planning Apparatus, 2 dice (86%)

...

I know people want to build a second shipyard pronto, but we can totally wrap this up next turn, and who knows, it might finish anyway. Saving 10 R on that lets us flip a die to the Titan Mk III deployment, also to be completed next turn. Those 10 R can then be flipped to Orbital Cleanup, which definitely needs doing and will net us even more income surge next turn so we can have a more complete lineup of actions and continue to fund shiny projects.

Now, my more 'controversial' pick is to take two of the nine Red Zone Containment Lines dice and flip them to Mecca. Mecca is a popular project and making progress on it NOW seems important. It's quite possible that if the Red Zone roll next turn is in the '90s it might overrun the site entirely in a turn or two more, so we need to get to work. This move positions us to do containment, though, so it's in the same spirit... and it frees up 10 R more. By sacrificing Game Development, that rolls into 15 R, which can be added to the Blue Zone Microgeneration die to turn it into a second Fusion Power die, thereby helping us clear out heavy industrial projects faster and get us closer to being able to focus in on North Boston, which I personally am very much hoping to clear by the end of the Plan.

EDIT:

I've decided to swap Gravitic Drive Development with an Enterprise die and a second Cleanup die. This makes it overwhelmingly likely that we'll get the extra +25-30 R next turn, maybe even a double dose of 50-60 R, and gets us closer to another of our major goals- Enterprise Phase 3. We'll be in a much better position to backfill and do the drive project next turn, buoyed by the income surge from this turn.

(Also, the orbital cleanup Resources will help close the gap if we only get two phases of Red Zone Lines instead of three, so that we can afford to finish off the third phase next turn and still have about as many Resources to go around as we'd hoped for from @Crazycryodude 's original version of the plan)
 
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[X] Plan How to Plan Better
Infrastructure (5 dice)
-[X] Tidal Power Plants (Phase 2), 3 dice (30 Resources)
-[X] Security Reviews (Infrastructure), 1 die
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 + 1 Free)
-[X] Yellow Zone Purification Facilities, 3 dice (30 Resources)
-[X] Security Reviews (Agriculture)
Tiberium (5 dice)
-[X] Chicago Planned City (Phase 3), 1 die (20 Resources)
-[X] Mecca/Jeddah Planned City (Phase 1), 1 die (20 Resources)
-[X] Red Zone Containment Lines (Phase 3), 2 dice (50 Resources)
-[X] Tiberium Inhibitor Development, 1 die (30 Resources)
Orbital (3 dice)
-[X] Gravitic Drive Development, 1 die (30 Resources)
-[X] GDSS Enterprise (Phase 3), 1 die (20 Resources)
-[X] Orbital Cleanup (Phase 3), 1 die (10 Resources)
Services (4 dice)
-[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), 3 dice (60 Resources)
-[X] Titan Mark 3 Deployment, 2 dice (20 Resources)
Bureaucracy (3 dice + 1 Free)
-[X] Security Reviews (Infrastructure), 1 die
-[X] Security Reviews (Agriculture), 1 die
-[X] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources

[X] Plan Ok Prove It
Infrastructure (5 dice)
-All idle lol
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)
-All idle lol
-[X] Security Reviews (Agriculture)
Tiberium (5 dice + 4 Free)
-[X] Red Zone Containment Lines (Phase 3), 9 dice (225 Resources)
Orbital (3 dice)
-[X] Gravitic Drive Development, 1 die (30 Resources)
Services (4 dice)
-[X] Game Development Studios, 1 die (5 Resources)
-[X] Vaccine Development Programs, 1 die (25 Resources)
Military (5 dice + 2 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), 3 dice (60 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (Agriculture), 1 die
-[X] Expand Strategic Planning Apparatus, 2 dice
Total Cost: 545 Resources
 
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