This is the only plan that does Tib Inhibitor Development and Strat Planning.
No it's not, mine does too


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.
I'm not vehemently against this change but I figure the shipyards are Very High Priority while the Titans are only plain High Priority so they get precedence if we're limited on dice. Plus the Talons are still getting more ablative armor and steady progress on the myomer factory so they aren't being totally screwed.

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:
Those two dice off RZ containment lines takes it from a 77% chance to get 4 phases in mine to just an 8% chance on yours. You'll probably still get 3 phases, but well, I wrote it to try and get as many as possible and this ain't it. I think the extra 3 points of mitigation and 10-15R income are worth it. If we're doing 4 phases of RZ containment in one turn (ie 200% more than we've done in the entire game to date) they'll definitely have the budget to throw up some barriers between Red-1 and Mecca in the fluff. We'll still need to do the Mecca/Jeddah planned city metroplex to restart the hajj properly and really lock it down but I think the immediate "we're about to lose the Kaaba" problem is still solved by spamming RZ containment lines.

which can be added to the Blue Zone Microgeneration die to turn it into a second Fusion Power die
The BZ microgeneration isn't there just to be cheap, that backup power is a hedge against the looming shortage. If the shipyard, Kure, and chemical plants complete this turn that's -10 power with only 9 surplus banked, we need that 2 power reserve from microgeneration to avoid having blackouts. Especially if we're going with the memeplan version that doesn't do any work on tidal power.
 
Last edited:
[X] Plan Mitigation, Income, Enterprise
[X] Plan How to Plan Better
 
[X] Plan Mitigation, Income, Enterprise
[X] Plan How to Plan Better
[X] Plan Superconductors and containment lines
[X] Plan Max income Titan edition
 
Last edited:
Thanks to @Absoloot for posting this earlier.

[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

Some important things this plan does: Continues tech development with Fusion power and Gravitic Drives. Builds the Capital Goods needed for the very impactful Strategic Planning Apparatus. Continues our investment in Chicago since it's still on a military front. Begins expansion into YZ for more mining and to push NOD back. Restarts the RZ Containment Lines to gain more RZ mitigation and income. Orbital Cleanup for some funds to make next turn easier. Continues work on Vaccines to protect against disease. Completes YZ-5a MARV fleet with prejudice. Aims to complete both Ablat Plating and Titan Mark 3 to unlock Glacier Mines once again.
 
Last edited:
I'm not vehemently against this change but I figure the shipyards are Very High Priority while the Titans are only plain High Priority so they get precedence if we're limited on dice. Plus the Talons are still getting more ablative armor and steady progress on the myomer factory so they aren't being totally screwed.
That's fair, but on the other hand sending them something as a show of good faith is nice, plus it sets us up to have a strong incentive to spend some constructive Military dice on a 10 R/die project next turn, which in turn frees up resources for other things.

Those two dice off RZ containment lines takes it from a 77% chance to get 4 phases in mine to just an 8% chance on yours. You'll probably still get 3 phases, but well, I wrote it to try and get as many as possible and this ain't it. I think the extra 3 points of mitigation and 10-15R income are worth it. If we're doing 4 phases of RZ containment in one turn (ie 200% more than we've done in the entire game to date) they'll definitely have the budget to throw up some barriers between Red-1 and Mecca in the fluff. We'll still need to do the Mecca/Jeddah planned city metroplex to restart the hajj properly and really lock it down but I think the immediate "we're about to lose the Kaaba" problem is still solved by spamming RZ containment lines.
That's fair. On the other hand, three phases of Red Zone containment is still pretty good. The immediate loss of RpT income from only getting three phases is offset by Orbital Cleanup, and we can polish off a fourth phase next turn if ZOCOM isn't screaming at us too hard and saying "NO NO NO NOT LIKE THIS TOO MUCH TOO MUCH AAAH!"

The BZ microgeneration isn't there just to be cheap, that backup power is a hedge against the looming shortage. If the shipyard, Kure, and chemical plants complete this turn that's -10 power with only 9 surplus banked, we need that 2 power reserve from microgeneration to avoid having blackouts. Especially if we're going with the memeplan version that doesn't do any work on tidal power.
Heh. Good thing, then, that my plan variant has only an 11% probability of finishing the shipyard this turn! :D

(On the other hand, if we felt like sparing the R, we'd probably be in a good position to finish two shipyards next turn if we really really wanted to)

[] Plan Ok Prove It, With Battlemechs and Cleanup and Pilgrimage
I'm glad to see someone's interested. :)

Thanks to @Absoloot for posting this earlier.

[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 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

Some important things this plan does: Continues tech development with Fusion power and Gravitic Drives. Builds the Capital Goods needed for the very impactful Strategic Planning Apparatus. Continues our investment in Chicago since it's still on a military front. Begins expansion into YZ for more mining and to push NOD back. Restarts the RZ Containment Lines to gain more RZ mitigation and income. Orbital Cleanup for some funds to make next turn easier. Continues work on Vaccines to protect against disease. Completes YZ-5a MARV fleet with prejudice. Aims to complete both Ablat Plating and Titan Mark 3 to unlock Glacier Mines once again.
I think it might be worth dropping the Chicago die (it's not like the place won't be garrisoned anyway), reallocating the Free die to something else, and using the resources thus liberated to do any of a number of things (another die on the macrospinner, a die on Entari deployment, two dice on Tidal Power to make sure we don't blow out our Energy reserves...)
 
Last edited:
[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
 
[X] Plan Mining The Lines
[X] Plan: DEPLOY (with both Power and Mecca)
[X] Plan Max income Titan edition
 
Last edited:
I'd prefer if we got the Scrin tech abatement development out of the way so we can at least get an idea of how effective and costly it will be, even if we don't jump on deployment straight away.
 
Back
Top