To be quite honest, what we got for the Mecca nat 1 was kind of not that bad. I was expecting someone to say one word: murtad. Then riots.

For the Mecca issue at hand, I think we should openly offer transit rights. We can easily make that back with Expand Orbital Communications Network (Phase 3).

For the Grant Focus, it's a choice of getting economies of scale faster, getting private companies to plug the gaps, politics or spending money to do nothing.

[X] Offer Transit Rights
[X] Focus on Existing Cooperatives
[X] Focus on New Start Ups
 
Rough Plan Based on an all in investment on Stabilizers and Mecca

[] Plan Priority Stabilizers, Mecca and NOD
Infra 5/5 100R +15
-[] Mecca/Jeddah Planned City (Phase 3) 5 dice 100R (see Tib)
HI 5/5 75R +20
-[] North Boston Chip Fabrication (Phase 4) 628/1200 5 dice 75 R 0%
LCI 4/4 65R +15
-[] Chemical Fertilizer Plants 0/200 3 dice 45R 59%
-[] Johannesburg Myomer Macrospinner (Phase 4) 69/720 1 die 20R 0%
Agri 3/3 40R +15
-[] Yellow Zone Aquaponics Bays (Phase 4) 44/160 2 dice 20 R 76%
-[] Spider Cotton Development 0/40 1 die 20R 91%
Tiberium 5/5 +6 free 210R +35
-[] Security Review
-[] Mecca/Jeddah Planned City (Phase 3) 200/640 1 dice +5 from Infra 20R 44%
-[] Tiberium Stabilizers 0/2000 9 dice 190R (8 fusion, 1 non fusion) 0%
Orbital 3/3 50R +15 (9 Fusion dice)
-[] Orbital Cleanup (Stage 5) 42/90 2 dice 30R 99% (58% for Stage 6)
-[] Lunar Regolith Harvesting (Phase 1) 321/350 1 dice 20R 100% (1 fusion)
Services 2/4 20R +30
-[] Expand Medical Schools 0/300 2 dice 20R 0%
Military 5/5 80R +15
-[] ASAT Defense System (Phase 3) 26/225 1 die 30R 0%
-[] Remote Weapons System Deployment Predator 225/350 2 dice 20R 69%
-[] Universal Rocket Launch System Deployment (Phase 1) 235/300 2 dice 30R 98%
Bureau 3/3 +15
-[] Security Reviews(Tib) DC55 3 dice +1 LCI 99%
Free 6/6

640/635 + 5 (640 for the turn)

Basically tib- 1 dice on security review, 1 dice for mecca phase 3 (and all the infra dice) and all the other tib and free dice on stabilizers which should be a bit over 1/3 of the dice we need to pull it off (and there is a major benefit of getting this done sooner than later which is to add an extra turn between losing mitigation which is huge).

After that, mil is 2 dice to finish URLS phase 1 and 2 dice to try and finish RWS (also RWS is cheap for a mil project) Havoc Scout is also a cheap mil project that would be nice to push forward.

Orbital- finish phase 1 mining and 2 dice on a cheaper orbital project (in this case one that also nets us PS).

3 dice on chem fertilizer since between that and yz aquaponics we will meet our plan goals for food. 1 dice to chip away at myomer because we need more myomer and we need more cap goods given how much tib stab is going to suck up. And myomer has civilian uses such as prosthetics so more production will help out there.

Contingent on new actions as some are less vital and can be replace by new ones that pop up while others we are kind of locked into (need to finish URLS for example). (Basically for me Tib, Infra and most of Mil are locked in between stabilizer and working on started projects that need to finish ASAP)

For stabilizers 8 of 9 fusion dice are used on it and next turn with no security review it will be 9 of 10

Edit- changed to orbital cleanup because I ran the math and uh next turn is looking to be more expensive with ASAT likely getting multiple mil dice (at 30R a pop) on it and another dice on stabilizers so the extra resources from cleanup are needed to make the budget work.

Edit 2- dropped Havoc scout for 1 dice on ASAT to make some progress this turn with intent Q3 to drop 1 dice on orbital lasers, 1 dice on RWS if not finished and all other mil dice on ASAT to push phase 3 (and phase 4 for that matter) to finish. Put 2 service dice on Idle to get this done
 
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[X] Both
[X] Focus on Fair Allocation

We're the Treasury and I think these choices are the most fair. That and on the Capitalism angle? This is supposed to be where the Free Market is working as intended. Not our fault those Cartels want to monopolize everything.

Edit: We'll just break up those cartels anyway.
 
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Have a revised plan for Q2.

[ ] Plan Stabilize! Stabilize!
Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 2), 1 die (15 Resources)
-[ ] Mecca/Jeddah Planned City(Phase 3), 4 dice (80 Resources)
Heavy Industry (5 dice)
-[ ] North Boston Chip Fabricator (Phase 4), 5 dice (75 Resources)
Light and Chemical Industry (4 dice)
-[ ] Chemical Fertilizer Plants, 2 dice (30 Resources)
Agriculture (3 dice)
-[ ] Yellow Zone Aquaponics Bays (Phase 4), 2 dice (20 Resources)
-[ ] Spider Cotton Development, 1 die (20 Resources)
Tiberium (5 dice +5 Free)
-[ ] Tiberium Stabilizer Deployment, 8 dice (6 Fusion) (180 Resources)
-[ ] Mecca/Jeddah Planned City(Phase 3), 1 die(20 Resources)
-[ ] Security Review
Orbital (3 dice)
-[ ] Orbital Cleanup(Stage 5), 2 dice (30 Resources)
-[ ] Lunar Regolith Harvesting (Phase 1), 1 die (1 Fusion) (20 Resources)
Services (4 dice)
-[ ] Expand Medical Schools, 4 dice (40 Resources)
Military (5 dice +1 Free)
-[ ] ASAT Defense System(Phase 3), 3 dice (2 Fusion) (70 Resources)
-[ ] Remote Weapons System Deployment Predator, 1 die (10 Resources)
-[ ] Universal Rocket Launch System Deployment (Phase 1), 2 dice (30 Resources)
Bureaucracy (3 dice)
-[ ] Security Review (Tiberium), 3 dice

Resources Available: 640
Resources Spent: 640
Resources Remaining: 0

Infrastructure has been altered to take in the need to rush for Medina. 1 die on BZ Arcologies to get back to work on that, 4 dice on Mecca/Jeddah to push for completion ASAP.

HI continues with going all-in on the Chip Fabricator since we need it for our Capital Goods goal (and Cap Goods in general.) LCI is on the Chemical Fertilizers right now for the food goal. Since we don't need it completed this turn, just by the end of the plan, I'm fine with putting 2 dice on it so we can afford other stuff.

Agriculture puts 2 dice on YZ Aquaponics for the other half of the food goal, and 1 die on Spider Cotton so was can start using our Agri Dice to get more Capital Goods.

Tiberium, 1 die goes to unlock Mecca, and another into Security Reviews, which we want done before I throw 8 dice into Tiberium Stabilizers. As it's a 2k progress project and we have a +35 per die bonus, 8 dice should get us roughly a third of the way there, and we should be able to up that to 9 next turn. With that, we should be able to finish the project by the end of the Plan.

With the Fusion Dice tied up with the Stabilizer (it's a satellite project), Orbital is getting the short end of the stick. Completing Regolith Harvesting, and 2 Fusionless dice into Orbital Cleanup (makes narrative sense considering we're throwing up a satellite network, and it'll provide a cash infusion to guarantee that we can keep up the pace in Q3.)

Services is simple and cheap: all into Medical Schools. Next turn I plan to work on prosthetics.

Military is getting its funding cut quite a bit, but still has a Free die into it. 3 dice (2 fusion) go into ASAT to help protect the Stabilizer network. 1 die continues work on Predator RWS, and 2 dice go into completing the URLS. It sucks that we have to cut work on Cruisers, but I think it's necessary, since Stabilizers are a big satellite project and NOD will have very good motivation to screw with them if at all possible, so best to get defenses up to full spec ASAP. We should be able to throw three dice minimum into them for Q3, so with a bit of luck, all 6 Cruiser Yards will be finished by the end of the plan.

Next turn Military would be 3-4 dice on Cruisers, 1 die on Orbital Lasers or Shimmer Shields (or maybe Plasma for the Steel Talons), and 1 die on RWS (which will hopefully complete it.)

There is also an argument to be made about going for only 2 dice on ASAT 3, and throwing the last Free Die to make it a 9th die on Stabilizers.
 
[X] Offer Transit Rights
[X] Focus on New Start Ups

Medina would be nice, but I don't think we will actually complete it anytime soon.

Other than the obvious stuff, looks like we should aim to improve Health a bit.
 
[] Plan I'll go all in on the stabilizers next quarter
Infrastructure 5/5 125R
-[] Tidal Power Plants (Phase 3) 1 die 10R 0%
(progress 154/300: 10 resources per die) (+++ Energy)
-[] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[] Rail Network Construction Campaigns (Phase 1) 2 dice 40R %
(Progress 83/250: 20 resources per die) (+++ Logistics)
-[] Mecca/Jeddah Planned City (Phase 3) 2 Tiberium dice + 1 die 60R 0%
(Progress 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
Heavy Industry 5/5 90R
-[] North Boston Chip Fabricator (Phase 4) 5 dice + 1 free dice 90R 3%
(Progress 628/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 4/4 65R
-[] Chemical Fertilizer Plants 3 dice 45R 59%
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[] Johannesburg Myomer Macrospinner (phase 4) 1 die 20R 0%
(Progress 69/720: 20 resources per die) (+++ Capital Goods, ++ Energy) (Reduces cost of mech and zone armor projects)
Agriculture 3/3 50R
-[] Yellow Zone Aquaponics Bays (Phase 4) 1 die 10R 15%
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
-[] Spider Cotton Development 1 die 20R 91%
(progress 0/40: 20 resources per die)
-[] Wadmalaw Kudzu Development 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 5/5 60R
-[] Tiberium Stabilizers 3 fusion dice 60R 0%
(Progress 0/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (fusion)
Orbital 3/3 9 fusion dice 40R
-[] GDSS Enterprise (Phase 4) 1 fusion die 20R 0%
(Progress 0/770: 30 resources per die) (++ Capital Goods, ++ Consumer Goods) (1 available Bay)
-[] Lunar Regolith Harvesting (Phase 1) 1 fusion die 20R 100%
(Progress 321/350: 30 resources per die) (+15 Resources per turn) (Fusion)
Services 4/4 35R
-[] Advanced Prosthetics Development 1 die 15R 100%
(Progress: 0/40: 15 resources per die)
-[] Expand Medical Schools 2 dice 20R 0%
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)
Military 5/5 135R
-[] ASAT Defense System (Phase 3) 2 fusion dice 40R 11%
(Progress 26/225: 30 resources per die) (Fusion)
-[] Remote Weapons System Deployment Predator 2 dice 20R 69%
(Progress 225/350: 10 Resources Per die) (-5 Political Support every quarter progress is not made on this project)
-[] Universal Rocket Launch System Deployment (Phase 1) 1 die + 2 free dice 45R 99.9996%
(Progress 235/300: 15 Resources per die) (High Priority)
-[] Governor Class Cruiser Shipyards
--[] Hampton Roads 1 free die 20R 0%
(Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
-[] Havoc Scout Mech Development 1 free die 10R 100%
(Progress 0/30: 10 Resources per die) (High Priority)
Bureaucracy 3/3
-[] Security Reviews (Services) 1 services die + 2 dice 99%
(DC 55 + 1 operations die)
-[] Security Reviews (Orbital) 1 services die + 1 die + 1 free die 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources 600/635 Reserve 0/5
 
[] Plan I'll go all in on the stabilizers next quarter
Infrastructure 5/5 125R
-[] Tidal Power Plants (Phase 3) 1 die 10R 0%
(progress 154/300: 10 resources per die) (+++ Energy)
-[] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[] Rail Network Construction Campaigns (Phase 1) 2 dice 40R %
(Progress 83/250: 20 resources per die) (+++ Logistics)
-[] Mecca/Jeddah Planned City (Phase 3) 2 Tiberium dice + 1 die 60R 0%
(Progress 200/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity)
Yup, this is exactly the kind of plan I expect to win.

That and any plan not rushing the Stabilizer ASAP with 9+ dices starting ASAP is pretty much not intending to seriously finish it within this 4-year plan, because there won't be enough dices left to ensure a success other than relying on pure luck.
 
Yup, this is exactly the kind of plan I expect to win.

That and any plan not rushing the Stabilizer ASAP with 9+ dices starting ASAP is pretty much not intending to seriously finish it within this 4-year plan, because there won't be enough dices left to ensure a success other than relying on pure luck.
Why do you expect it to win? Please explain, in detail.

Also, a 68% chance from 8 dice for 3 turns is not "pure luck".
 
Real talk? Litvinov feels like more of the kind of firebrand populist reformer we don't want to see. She's making a mission statement out of purging people from the government who don't fit her standards, she's immediately leaping to use the Mecca incident to her advantage, even when the people tarred by it are probably people somewhat in her court and certainly not the kind of people we actually want ousted.

But frankly- I'm tired of the first world narrative that Nod's trying to sell. The fact that she might take it up, and the fact our citizens are is whatever- the fact she's might make a political agenda in part based on it is pretty oof. The USA? Only parts of the West and East coast survived as Blue Zones- charitably 50% of the original population spread. Japan and Britain are intact- but they're literally islands that were incredibly easy to defend. Northern and north west Europe made it out- emphasis on North. France and Germany still lost a massive amount of land, Korea's probably a clusterfuck and the fact they saved North Korea is a miracle that likely saved millions of lives. Alaska? Kamchatka? South Africa? Senegal? Madagascar? Parts of the Himalayas? Do you think these were convenient places to secure? Do you think these were the cores of GDI's constituencies? These are the places where GDI got it's shit together fast enough to save something- not calculated moves to ensure hegemony. Call me wrong, but each time I look at the map- I don't see a 1st world vs. 3rd world breakdown. I see 'wow, the effort to keep part of the Himalayas Blue must be staggering.' I see 'Based off the tip of SA, and all the Northern Blue Zones, I think cold weather does have an impact on the spread of Tib- that sounds right from what I remember. What's the weather in South Africa like'

There's no argument that the existence of the Initiative First is an issue, there's certainly aspects of GDI's history wrapped up in nationalism and first, second, and third world geopolitics- but I don't think it's nearly as endemic an issue so much as a convenient excuse. The Blue Zones were relatively isolationist not because of imperialism, or economic exploitation, or ideology- it's because spending so much blood and treasure and effort to save what seems like an increasingly hostile world is a hard sell to anyone. We struggle to fight climate change IRL- let alone Tiberium. The IF reactionary movement is an excuse, a justification to avoid acknowledging that those doubts conflict with the mythos GDI sees itself with. The fact some people believe in it is sad, but it is increasingly being marginalized, it is increasingly distant from the halls of power, and it is increasingly discredited. It's literally so bad that NOD tried to kill Director Granger to give them a second wind. NOD sees the IF is on the way out already, why can't we? GDI is active, it is dynamic, and it's here to fight a war for the survival of humanity come the apocalypse. This is not the time we need to elect someone on the grounds of purging reactionaries in the name of ideological purity.

GDI has made it's mistakes. But, given the survival of the planet is still at stake here, I'm more impressed it hasn't made more, and more concerned with striving for the light at the end of the tunnel then I am recrimination. Litvinov screams recrimination to me- not when IF isn't making any recent policy we can see from here, and we can presumably see pretty far from the Treasury seat.
 
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Why do you expect it to win? Please explain, in detail.

Also, a 68% chance from 8 dice for 3 turns is not "pure luck".
pretty much this:
He means that you're using two tiberium dice on Mecca, drawing them away from anything else tiberium dice can be used for.
As for the % thing, in my opinion trying to rely on anything less than 90-95%+ chances of success means it's not a serious attempt. The 24 dice thing is only an approximation, and no one truly can know how many dices would need to be used when everything still relies on rolling dices, especially as uncertainty only increases as the number of potential dices needed increases.

For example, if 8 dices were used per turn for 3 turns, the resultant progress made from the first 2 turns up until the beginning of the 3rd and last turn could be very average, or very good, or very bad, and depending on how the results were there is a very real chance that bad luck can result in the project not being able to be finished even if every single possible dice were used on that last turn to try to rush the final progress amount.

But, One can Minimize the dependence on luck by reducing the number of dices required to finish the project on the last turn of the 4-year plan. For example, by investing at least 9-10 dices per turn for the first 2 turns, and getting a potential result from 18-20 dices out of an expected 24 dices, one can then see just how much progress is left to do. If the results were absolutely great, the project might already be finished. If the results were average, a good bit of dice that pushes the completion rate to 90-95% could be done. But if the results were bad, then at least there is sufficient leftover potential dice to still try to push through with using sheer raw numbers to overcome bad luck.

It's why more dices should be invested earlier than later to ensure less dependence on luck, and more on proper planning to compensate and account for luck instead by having the leeway from having extra dice to use in order to not need to hope for better dice luck. Of course, most other projects wouldn't need this much attention and focus, but this is different than pretty much every other project at the moment with how it needs to be done ASAP.
 
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