[X] Plan Rockets, Rails, Regolith
-[X] Infrastructure (5/5 dice, 80R)
--[X] Rail Link Reconstruction (Phase 3), [3 dice, 45R, 86%]
--[X] Blue Zone Arcologies (Stage 2), [1 dice, 15R, 0%]
--[X] Mecca/Jeddah Planned City (Phase 2), [1 dice, 20R, 0%]
-[X] Heavy Industry (5/5 dice 80R)
--[X] Synchronized Cycle Fusion Plants, [1 dice, 20R, 100%]
--[X] North Boston Chip Fabrication (Phase 4), [4 dice, 60R, 0%]
-[X] Light and Chemical Industry (2/4 dice, 50R)
--[X] Superconductor Foundries, [1 dice, 30R, 100%]
--[X] Johannesburg Myomer Macrospinner (Phase 3), [1 dice, 20R, 96%]
-[X] Agriculture (3/3 dice 30R)
--[X] Yellow Zone Purification Facilities (Phase 1), [3 dice, 30R, 84%]
-[X] Tiberium (5/5 dice, 110R)
--[X] Yellow Zone Tiberium Harvesting (Phase 5), [2 dice, 40R, 93%]
--[X] Mecca/Jeddah Planned City (Phase 2), [2 dice, 40R, 0%]
--[X] Tiberium Stabilizer Development, [1 dice, 30R, 100%]
-[X] Orbital (3/3 +2 free dice, 100R)
--[X] Lunar Regolith Harvesting (Phase 1), [5 dice, 100R, 88%]
-[X] Services (2/4 dice 20R)
--[X] Mental Healthcare Training Programs, [2 dice, 20R, 95%]
-[X] Military (5/5 + 4 free dice, 140R)
--[X] Reclamator Fleet RZ-7 North (Super MARVs), [1 dice, 20R, 88%]
--[X] Long Range Sensor System Deployment, [1 dice, 25R, 100%]
--[X] Remote Weapons System Deployment Predator, [1 dice, 10R, 1/2.5 median chance]
--[X] Universal Rocket Launch System Deployment (Phase 1), [6 dice, 90R, 93%]
-[X] Bureaucracy (3/3 dice)
--[X] Security Reviews (Bureaucracy)
615/615R used, 6/6 free dice used
For Infrastructure, keep going with Mecca and BZ Arcos. Where I strongly disagree with the other planners is that we really want 3 dice on Rail Links this turn. The turn results explicitly say a surge of resources is needed,
While at this time military resources are not being affected, surging resources to ensure that this is a transitory problem is likely to be critical, as the military lines will need to be closed for work at some point soon. (Bolded emphasis mine)
I find it odd that there are so many people willing to vote for throwing all the free dice into the military, but no leading plans having 3 dice on Rails so far, when its explicitly called out that it is going to cause problems for the military.
For LCI and HI, keep going with the usual priorities and finishing up projects. I don't have grants because the QM has explicitly said that the next Forgotten Conference is in Q2, so I think taking grants now is premature when we might throw even more RpT to the Forgotten at the conference.
For Agri, start the purification > Aquaponics chain.
For Tiberium, the usual spread of YZ Harvesting, Mecca, and Tib Stabilizer.
For Orbital and Military, this is the most controversial part of the plan. I dont have any dice on Cruisers, instead i took those 2 dice and threw them in space mining. I view this as an even longer term, strategic investment.
- Because space is expensive, we should be consistently throwing in some free dice each turn, rather than trying to make up for it by crash rushing it later on, we will eventually choke on the R cost. It's better to spread the budget out evenly and take a mix of more expensive and cheap options each turn.
- Space is a long term, strategic investment that lets us have a better negotiating position with Kane, and we have consistently underinvested in it.
- Space mining wont get reallocated.
- Space mining will lead to cost reductions (or progress reductions) to space projects because more stuff is directly manufactured in space, compared to on the ground.
- Next phase of space mining will have cheaper progress too.
- We have had only a 10 RpT increase in 3 turns. Granted, that is because the MARV roll has screwed us, but I am utterly unwilling to potentially fall behind more on income, esp income that wont get reallocated. Space mining is a long term investment to screw Kane over, and also a long term investment in the budget.
- Also, I have 6 dice on rockets, which is more than what most plans have. So if URLS is your big concern this turn, this plan covers it well, and will certainly and definitely overkill and finish Phase 2 next turn no problem.
- Now that we know the supersub is for transport purposes, that takes some pressure off Cruisers. Not that we shouldnt keep doing them, but going one turn without is alright.
If you really want Talons, I have a variant below. The only change is moving 1 die from URLS to Havoc Mechs.
[X] Plan Rockets, Rails, Regolith + Talons
-[X] Infrastructure (5/5 dice, 80R)
--[X] Rail Link Reconstruction (Phase 3), [3 dice, 45R, 86%]
--[X] Blue Zone Arcologies (Stage 2), [1 dice, 15R, 0%]
--[X] Mecca/Jeddah Planned City (Phase 2), [1 dice, 20R, 0%]
-[X] Heavy Industry (5/5 dice 80R)
--[X] Synchronized Cycle Fusion Plants, [1 dice, 20R, 100%]
--[X] North Boston Chip Fabrication (Phase 4), [4 dice, 60R, 0%]
-[X] Light and Chemical Industry (2/4 dice, 50R)
--[X] Superconductor Foundries, [1 dice, 30R, 100%]
--[X] Johannesburg Myomer Macrospinner (Phase 3), [1 dice, 20R, 96%]
-[X] Agriculture (3/3 dice 30R)
--[X] Yellow Zone Purification Facilities (Phase 1), [3 dice, 30R, 84%]
-[X] Tiberium (5/5 dice, 110R)
--[X] Yellow Zone Tiberium Harvesting (Phase 5), [2 dice, 40R, 93%]
--[X] Mecca/Jeddah Planned City (Phase 2), [2 dice, 40R, 0%]
--[X] Tiberium Stabilizer Development, [1 dice, 30R, 100%]
-[X] Orbital (3/3 +2 free dice, 100R)
--[X] Lunar Regolith Harvesting (Phase 1), [5 dice, 100R, 88%]
-[X] Services (2/4 dice 20R)
--[X] Mental Healthcare Training Programs, [2 dice, 20R, 95%]
-[X] Military (5/5 + 4 free dice, 140R)
--[X] Reclamator Fleet RZ-7 North (Super MARVs), [1 dice, 20R, 88%]
--[X] Long Range Sensor System Deployment, [1 dice, 25R, 100%]
--[X] Remote Weapons System Deployment Predator, [1 dice, 10R, 1/2.5 median chance]
--[X] Universal Rocket Launch System Deployment (Phase 1), [5 dice, 75R, 74%]
--[X] Havoc Scout Mech Development, [1 dice, 10R, 100%]
-[X] Bureaucracy (3/3 dice)
--[X] Security Reviews (Bureaucracy)
610/615R used, 6/6 free dice used