@Vehrec I'd be up for a plan that puts 2 dice on the GDIS Pathfinder, (especially since building it doesn't use Fusion dice,) but I don't think it's a good idea to not go all-in with our dice on the Tiberium Stabilizers. And I think it wouldn't be unreasonable to make a plan that does just that.
I'm...pretty close to all-in? I have eight dice on it, and as far as I can see the various 'all in' plans have nine? What do you expect me to do, cut a die from the ASAT program to squeeze an extra one in?
 
Because Spider Cotton is implying Capital Goods out of Agriculture, while the Kudzu is more of a PS choice that is high priority because you have bureaucrats across the initiative more or less going "Where is my fucking Caffeine Granger, you damned hack!"
I think there's something to be said for the fact that happy and/or caffeinated people are more productive people. We don't want to go all the way down the rabbit hole of "why do you need a TV, spend that time working, eating, or sleeping instead!"
 
Because Spider Cotton is implying Capital Goods out of Agriculture, while the Kudzu is more of a PS choice that is high priority because you have bureaucrats across the initiative more or less going "Where is my fucking Caffeine Granger, you damned hack!"
At the current rate they're going to be waiting a long time since I think most caffeine options are for the second phase of Perennial Aquaponics Bays. And even if we planted some tea trees and coffee plants in the first phase it takes 3 years to grow tea and 3-4 years to grow coffee.

So given the lack of such caffeine I just imagine GDI bureaucrats shotgunning energy drinks.
 
[X] Plan Steady Balance

[X] Plan Steady Balance + Pathfinder

The only plans with 9 dices on Stabilizer, and thus the only plans truly worth voting for this turn.
 
The only plans with 9 dices on Stabilizer, and thus the only plans truly worth voting for this turn.
...it's not bad to "only" use 8 dice. Front-loading as many dice as we can early means we're somewhat more likely to need less free dice in Q4, but the difference between 8 and 9 dice isn't some drastic error or anything. We'll still be on track to to complete the stabilizers in time. Just my numbers-focused view of these systems prefers one over the other. (And note I'm still using a die on the Security Review even though we don't necessarily need to this turn.)

/shoots self in foot
 
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[X]Plan Build Big Spaceship+ Caffeine

Infrastructure: 5/5 dice 95R
-[X] Blue Zone Arcologies (Stage 2) 1 die 15 R
-[X] Mecca/Jeddah Planned City (Phase 3) 4 dice 80R
Heavy Industry 5/5 dice, 75 R
-[X] North Boston Chip Fabricator Stage 4 5 dice 75 R
Light & Chemical Industries 2/4 dice, 30 R
-[X] Chemical Fertilizer Plants: 2 dice 30 R
Agriculture: 3/3 dice, 40 R
-[X] Yellow Zone Aquaponics Bays (Phase 4): 2 dice, 20 R
-[X] Wadmalaw Kudzu Development: 1 die, 20 R
Tiberium: 5+4 dice, 180R
-[X] Mecca/Jeddah Planned City (Phase 3) 1 die, 20R
-[X] Tiberium Stabilizers: 8 dice, 160 R
Orbital: 3+1/3 dice, 135 R
-[X]GDIS Pathfinder 2 dice 60 R
-[X]Orbital Cleanup 1 die, 15R
-[X]Lunar Regolith Harvesting, 1 die 30R
Services 4/4 dice 35 R
-[X]Advanced Prosthetics Development 1 die, 15R
-[X]Expand Medical Schools 1 die 10 R
-[X]Indoor Parks Programs 2 dice 10 R
Military 5+1/5 dice 70R
-[X]ASAT Defense System (Phase 3) 1 die, 20 R
-[X]RWS Predator 2 dice 20 R
-[X]URLS 2 dice 30 R
Bureaucracy 2/2:
-[X]Security Review Military 2 dice

[X]Plan Build Big Spaceship+ SPIDERS

Infrastructure: 5/5 dice 95R
-[X] Blue Zone Arcologies (Stage 2) 1 die 15 R
-[X] Mecca/Jeddah Planned City (Phase 3) 4 dice 80R
Heavy Industry 5/5 dice, 75 R
-[X] North Boston Chip Fabricator Stage 4 5 dice 75 R
Light & Chemical Industries 2/4 dice, 30 R
-[X] Chemical Fertilizer Plants: 2 dice 30 R
Agriculture: 3/3 dice, 40 R
-[X] Yellow Zone Aquaponics Bays (Phase 4): 2 dice, 20 R
-[X] Spider Cotton Development: 1 die, 20 R
Tiberium: 5+4 dice, 180R
-[X] Mecca/Jeddah Planned City (Phase 3) 1 die 20 R
-[X] Tiberium Stabilizers: 8 dice, 160 R
Orbital: 3+1/3 dice, 105 R
-[X]GDIS Pathfinder 2 dice 60 R
-[X]Orbital Cleanup 1 die, 15R
-[X]Lunar Regolith Harvesting, 1 die 30R
Services 4/4 dice 35 R
-[X]Advanced Prosthetics Development 1 die, 15R
-[X]Expand Medical Schools 1 die 10 R
-[X]Indoor Parks Programs 2 dice 10 R
Military 5+1/5 dice 70R
-[X]ASAT Defense System (Phase 3) 1 die, 20 R
-[X]RWS Predator 2 dice 20 R
-[X]URLS 2 dice 30 R
Bureaucracy 2/2:
-[X]Security Review Military 2 dice

Posting my two plans, as-is, since I'm not sure what to cut and 9 dice on Stabilizers makes them a little too samey for my taste with Derpmind's offerings.
 
[X] Plan Optimal Fusion and Pathfinder
-[X] Infrastructure 5/5 dice 115R
--[X] Blue Zone Arcologies (Stage 2) 35/600 1 Dice 15R (1/8.5 median chance)
--[X] Mecca/Jeddah Planned City (Phase 3) 200/640 1 Tib 4 Infra dice 100R 12%
-[X] Heavy Industry 5/5 dice 75R
--[X] North Boston Chip Fabricator (Phase 4) 628/1200 5 dice 75R (5/8 median chance)
-[X] Light and Chemical Industry 4/4 dice 60R
--[X] Chemical Fertilizer Plants 0/200 2 dice 30R 11%
--[X] Pharmaceutical Synthesis Centers 0/250 2 dice 30R (2/3.5 median chance)
-[X] Agriculture 3/3 dice 40R
--[X] Yellow Zone Aquaponics Bays (Phase 4) 44/160 2 dice 20R 76%
--[X] Spider Cotton Development 0/40 1 die 20R 91%
-[X] Tiberium 5/5 +5 free dice 160R
--[X] Security Review 1 die
--[X] Mecca/Jeddah Planned City 1 die
--[X] Tiberium Stabilizers 0/2000 8 dice (8 fusion) 160R (8/23.5 median chance)
-[X] Orbital Industry 3/3 dice 80R
--[X] GDIS Pathfinder 0/300 2 Dice 60R (2/4.5 median chance)
--[X] Lunar Regolith Harvesting (Phase 1) 321/350 1 die (Fusion) 20R 100%
-[X] Services 4/4 dice 40R
--[X] Expand Medical Schools 0/300 4 dice 40R 73%
-[X] Military 5/5 +1 free dice 70R
--[X] Remote Weapons System Deployment Predator 225/350 2 dice 20R 69%
--[X] Universal Rocket Launch System Deployment (Phase 1) 235/300 2 dice 30R 98%
--[X] Ablat Plating Deployment (Stage 4) 45/200 2 dice 20R 42%
-[X] Bureaucracy 2/2 dice
--[X] Security Review Tiberium DC55 2 dice 99%

Total cost: 640/640R, 6/6 Free Dice

OK so the idea behind this plan is that it both activates all our dice, as well as uses the fusion dice optimally given it's still going up by +1 per turn.

The Tiberium Stabalizer on average needs 8 dice a turn to finish it, so there's little need to add extra this very turn. Like wise I've also dropped the other fusion dice option in clearing the orbital debris, in exchange for actually starting to deploy our gravitic drives which is a paradigm shift for our civilization and importantly doesn't use fusion dice. 2 dice on that this turn, and another 2 next chance has a 1/3 chance of finishing it, and we can put extra if that still doesn't complete it on the final turn of the plan. This then leaves us with the benefit of deploying two revolutionary technologies before the next plan.

The last change to the other plans is I've put two dice into Ablative Plating which has a reasonable chance of success.

The rest of the actions are pretty similar to other plans out there.
 
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[X] Plan I'll go all in on the stabilizers next quarter (within reason)
Infrastructure 5/5 105R
-[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 35/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[X] Rail Network Construction Campaigns (Phase 1) 2 dice 30R 32%
(Progress 83/250: 15 resources per die) (+++ Logistics)
-[X] Mecca/Jeddah Planned City (Phase 3) 1 Tiberium die + 2 dice 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
-[X] 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
-[X] Chemical Fertilizer Plants 3 dice 45R 59%
(Progress 0/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[X] Reykjavik Myomer Macrospinner (phase 1) 1 die 20R 51%
(Progress 0/80: 20 resources per die)
Agriculture 3/3 50R
-[X] Yellow Zone Aquaponics Bays (Phase 4) 1 die 10R 15%
(Progress 44/160: 10 resources per die) (+++ Food, ++ Consumer goods --- Water)
-[X] Spider Cotton Development 1 die 20R 91%
(progress 0/40: 20 resources per die)
-[X] Wadmalaw Kudzu Development 1 die 20R 91%
(Progress 0/40: 20 resources per die) (High Priority)
Tiberium 5/5 80R
-[X] Tiberium Stabilizers 3 fusion dice + 1 free fusion die 80R 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
-[X] Orbital Cleanup (Stage 5) 2 fusion dice 20R 83%
(Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion)
-[X] 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 45R
-[X] Advanced Prosthetics Development 1 die 15R 100%
(Progress: 0/40: 15 resources per die)
-[X] Expand Medical Schools 3 dice 30R 0%
(Progress 0/300: 10 resources per die) (-- Labor, +++ Health)
Military 5/5 155R
-[X] ASAT Defense System (Phase 3) 2 fusion dice 40R 11%
(Progress 26/225: 30 resources per die) (Fusion)
-[X] 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)
-[X] Universal Rocket Launch System Deployment (Phase 1) 1 die + 2 free dice 45R 99.9996%
(Progress 235/300: 15 Resources per die) (High Priority)
-[X] Governor Class Cruiser Shipyards
--[X] Hampton Roads 1 free die 20R 0%
(Progress 0/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
-[X] Havoc Scout Mech Development 1 free die 10R 100%
(Progress 0/30: 10 Resources per die) (High Priority)
Bureaucracy 3/3
-[X] Security Reviews (Tiberium) 1 Tiberium die + 2 dice 99%
(DC 55 + 1 operations die)
Free Dice 6/6
Resources 630/635 Reserve 0/5
 
[X] Plan Stabilize! Stabilize!
[X] Plan Steady Balance + Pathfinder
Also, we should probably put some service dice on this round of Scrin salvage while we still have Granger's bonus to it.
 
[X] Plan Optimal Fusion and Pathfinder
I really like this plan. It's a clever way to avoid going over our Fusion dice budget, and it gets both Phamecuticals and the Pathfinder. (No worry of overwork from breaking out the outdated chemical rockets, like we risked with ASAT 2.) I kinda wish I'd throught of those tweaks myself... and I think this is just straight-up better then my plans. So I'm switching over to just this.

[X] Plan Optimal Fusion and Pathfinder
 
On using 8 or 9 dice this turn on the Tiberium Stabilizer, keep in mind most plans are also using a die on Security Reviews. Next turn we could easily put 10 dice into the project, and 10 more dice the turn after. 8 +10 +10 =28 dice total, when 26 dice is enough for a 95% completion chance. So I don't think the difference between 8 or 9 dice this turn is that drastic, as long as we follow it up with 9-10 dice next turn.
 
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