Does GDI have all-inclusive universal healthcare? Like, pharma/dental/optometry in addition to the usual make people not die now stuff?

Also, I would like to put forth some write-ins if that's acceptable:

Preventative Medical Care
For the most part GDI's healthcare system is an outgrowth of pre-TW3 standards, with a focus on diagnostic care - that is, the treatment of illnesses after they manifest. But an ounce of prevention is worth a pound of cure, and with the rebuilding of the healthcare system nearly from scratch as well as the elimination of any sort of profit motive, healthcare workers can be encouraged to perform more frequent testing and check-ups, as well as prescribing lifestyle changes and other non-medical interventions in order to lower the risk of more serious health issues later on. While these measures will strain the medical system at first, over time they will lead to an increase in treatment capacity as total cases per capita drop and resources are freed up.
(DC??, - Heath for three quarters, followed by + ? Health per population?)
Four Day Work Week
As the increased flow of refugees into GDI territory is poised to sustain present labor surpluses, labor activists are championing the idea of a four day work week. This would allow more people to engage in meaningful work, reduce workplace stress, and improve health outcomes and personal satisfaction. There are even promising studies prior to TW3 that indicate overall productivity is likely to increase over time as unstressed, happy workers are more productive. (+5 PS)
*Reduces labor and grants a small bonus to all rolls with each phase implemented.

Universal Design
A program that calls for products and environments to be designed to be usable and accessible to as wide a cross section of the populace as practical. Initially raised as an issue by the United Yellow list due to years of war and environmental collapse generating a significant minority of physically disabled individuals in Yellow Zone populations, it has since diversified its focus to include the needs of the young and elderly as well. This project would involve basic retrofits on existing infrastructure followed by ground-up implementation on future construction. (+5 PS)

Carbon Allotrope Flywheel Complex
The production of long chain carbon nanotubes opens the design space of carbon fiber composites and allows for the creation of flywheel energy storage systems with an energy density greater than diesel fuel (assuming a 60% efficiency combustion engine for the later). Such carbon composite materials are suitable for vehicular and grid scale power applications, and have the advantage of unlimited charge/discharge cycles as well as high peak power useful for powering railguns and lasers. While the initial plant would not have the capacity to materially affect GDI vehicle design, further expansions would allow for a gradual electrification of the GDI vehicle fleets, simplifying their design and logistical needs.
(Discounts on vehicle deployment projects)

Cultured Meat Development
While GDI has become adept at fulfilling its populations's protein needs through vegan dietary options, the fact remains that Humanity's evolutionary history as a primary carnivore remains obvious in the shape of our molars and high bioavailability of nutrients in meat compared to plants, and the direct cultivation of engineered liver stands to provide a staple protein dish more efficiently than through the use of ranching domes. Researchers hope to expand from an initial protein 'goop' suitable for flavoring and thickening soups, stews, and roues, to eventually growing whole cuts of meat in printed extracellular matrices. There is even potential for late stage developments in the technology having direct applications to healthcare with applications to artificially grown replacement organs.

Orbital Layout Arcology
Constructing an Arcology along similar design principles to the Columbia Orbital Habitat would allow us to partially stress test the current design under day to day strains of permanent human habitation and form a kernel of institutional knowledge about the effective design and layout of space borne habitats. (DC ??, + Starbound Support, +10% completion to each stage of Columbia)

Communal Layout Arcology
Elements of the Socialist and Market Socialist parties believe quality of life in Yellow Zone Arcologies can be improved while keeping costs of construction low by designing Arcologies from the ground up along more communal use lines, with shared kitchens, lawndries, modular internal spaces, and enhanced privacy features that make living in tight quarters more pleasant. (DC ??, + Socialist Support, + Market Socialist Support, Increased quality of Yellow Zone Arcology housing)

Bolshevik XLUUV Development
In order to reduce development times and costs of a submarine force, the Navy would like to first develop an eXtra Large Unmanned Underwater Vehicle intended to loiter in choke points and litoral landing zones to interdict NOD undersea shipping. Hallmarks of the design would include an annular MHD propulsion unit taking advantage of GDI's expertise in rainguns and superconductor manufacture, a solid state fission fragment nuclear reactor developed in partnership with SCED, and fully passive reactor cooling based on NOD laser cooling systems. Armament would consist of four non-reloading torpedo tubes: six very lightweight torpedoes loaded in the first tube, two lightweight anti submarine torpedoes in the second, a long range torpedo/mine in the third, and a tactical nuclear warhead equipped Shkvall 3 torpedo in the for use against major NOD battlegroups in the fourth. (Unclocks Red October SSN Development)

I didn't cost anything out, but did add some notes on it where there was potential for doing something weird with costs and outcomes.
 
Any feedback on the write-ins?
1. Already a thing.
2. Especially given that you are likely to consume the rest of your labor surplus in the coming quarters, this is unlikely to be a thing.
3. Already a thing.
4. Maybe.
5. Already planned, just locked behind other projects.
Arcologies: Eh, maybe. But right now there are enough other priorities, and I don't want to make Colombia any easier.
Bolshevik: Honestly, navy would rather just have some SSNs, but right now having any submarines is not a priority compared to having enough hulls to do its missions.
 
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 found it hilarious that so many people answered this question.

On another note mark my words - Wadmalaw Kudzu will become the second ever project where NOT working on it will be costing Political Support, as the bureaucrats across the initiative will go:

"Give us caffeine, or we riot."

For Prometheus, while there's certainly symbolism of stealing fire from the Gods (taking the reactionless drive from the Scrin), I'm not so hot on the name given how Prometheus ended up being eternally punished for his crime. Almost as bad as naming a ship Icarus.
If my random trivia is correct, Heracles among other things he did besides his Twelve Labors, has freed Prometheus from his torment. Not sure what happened to the eagle, but since Prometheus was to be bound to the rock for all eternity, a loophole was used - they took a stone from the rock and a link of a chain Prometheus was bound with, and made a ring with an embedded stone for Prometheus to wear. Thus he was still bound to the rock by the chain, technically, so the punishment was upheld.
 
-[] Light and Chemical Industry 4/4 dice 30R
--[] Chemical Fertilizer Plants 0/200 2 dice (30R)
--[] Pharmaceutical Synthesis Centers 0/250 2 dice (30R) (High Priority)
This isn't a bad combo, though we should be prepared to sacrifice a die on Synthesis Centers to make the resource allocation budget work.

-[] Agriculture 3/3 dice 60R
--[] Yellow Zone Aquaponics Bays (Phase 4) 44/160 1 die (10R)
--[] Vertical Farming Projects (Stage 2) 65/240 1 die (15R)
--[] Wadmalaw Kudzu Development 0/40 1 die (20R) (High Priority)
-_-

This... um. Better, but again, there's no point in scattershotting dice across multiple projects like this when the projects are phased, and in this particular case Yellow Zone Aquaponics is a good cheap choice because it gets us to our Food target for the Plan when combined with Fertilizer Plants. It'd be better to just put both dice in Yellow Zone Aquaponics; we may or may not have the resources to do a round of Vertical Farming in the current plan as an 'extra' though it's an attractive option to help pursue in the Third Four Year Plan to fulfill future Food targets.

-[] Tiberium 5/5 dice +6 Free dice 205R
--[] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
--[] Mecca/Jeddah Planned City (Phase 3) 200/640 1 die (20R)
--[] Tiberium Stabilizer Deployment 0/2000 8 dice (8 Fusion) (170R) (Very High Priority)
--[] Security Review 1 die
Okay, this works. People may agree or disagree about priorities, but the core logic of it is manageable.

-[] Orbital 3/3 dice +1 Fusion die 60R
--[] Expanded Orbital Communications Network (Phase 3) 13/135 1 die (15R)
--[] Orbital Cleanup (Stage 5) 42/90 1 die (15R)
--[] Lunar Regolith Harvesting (Phase 1) 321/350 1 Fusion die (30R)
Hmmmrm. I think it would make more sense to focus our efforts on either the commsats or the cleanup than to do both. With two dice on cleanup we have a fair chance of getting two stages in a single turn, which would lead to a really impactful surge of Resources next turn to fund expensive projects that we have waiting across the board. Commsats are a good thing to do and all, but they're a phased project, so we might as well do the dice rolls in pairs at a time.

-[] Military 5/5 dice 65R
--[] Remote Weapons System Deployment Predator 225/350 2 dice (20R)
--[] Universal Rocket Launch System Deployment (Phase 1) 235/300 1 die (15R) (High Priority)
--[] Governor Class Cruiser Shipyards
--- [] Rosyth 0/185 1 die (20R)
--[] Havoc Scout Mech Development 0/30 1 die (10R) (High Priority)
Again, the dice allocation is respectable, but remember that the military is SIGNIFICANTLY more screwed by a fuckup on completing the Phase 1 URLS factories than by failure to complete RWS-Predator next turn. I think it would be much better to invest one die on the tanks and two on the missiles, instead of doing it the other way around.
 
This isn't a bad combo, though we should be prepared to sacrifice a die on Synthesis Centers to make the resource allocation budget work.

This... um. Better, but again, there's no point in scattershotting dice across multiple projects like this when the projects are phased

but remember that the military is SIGNIFICANTLY more screwed by a fuckup on completing the Phase 1 URLS factories than by failure to complete RWS-Predator next turn.

LCI: I'm not quite understanding your point here. Do you mean next quarter if they both succeed?

Agriculture/Orbital: We've seen projects suffer degradation if they're allowed to sit incomplete between phases, so I'm trying to push some across the finish line to lock in the gains, so to speak. I really want to scattershot a lot of Infrastructure projects right now just to avoid that, but Stabilizers & the mutation roll showed up, so.... Plus there's something to be said about steady work on projects instead of throwing the whole might of the Treasury at a couple things every quarter. We are on a timetable with tiberium and the plan goals, but I'd like to signal greater stability by consistently show improvement across a lot of projects. It feels less like lurching from one emergency to another.

Military: Fair point, and it's something I'll keep in mind for future plans. For now, I'm not going to make a third revision that no one is voting for anyway, so let's just say I'm relying on all the people involved with the URLS to not fuck it up.
 
Personally, I don't see a problem with exceeding our Food goal, and Vertical Farming is a good cheap Food (+Consumer Goods) earner.
We should have no problem completing both of them in 3 turns, and they are cheap.
And then we will have more than enough Food to convert some of it into even more Consumer Goods, or reallocate some of our agriculture for Spider Cotton production.
 
LCI: I'm not quite understanding your point here. Do you mean next quarter if they both succeed?
I mean more that if there's something we really want to do in a plan like this and we just can't find the Resources, sacrificing a die on Synthesis Plants would be a reasonable course of action. Because unlike Fertilizer Plants, the synthesis action isn't on a timer where we have to finish it by 2057Q4.

Agriculture/Orbital: We've seen projects suffer degradation if they're allowed to sit incomplete between phases, so I'm trying to push some across the finish line to lock in the gains, so to speak.
Degradation can happen when projects are allowed to sit over a period of years, but it depends on the realistic context. The vertical farms might undergo degradation, but if they have, that's already happened, realistically; artificially delaying finishing our Yellow Zone Aquaponics project so we can swap in a more expensive Vertical Farming guide isn't really helping matters.

The orbital projects are very unlikely to undergo degradation, because of their nature- orbital debris is cleared or it isn't, and satellites are launched or they aren't and will sit well in storage while not being used.

I really want to scattershot a lot of Infrastructure projects right now just to avoid that, but Stabilizers & the mutation roll showed up, so.... Plus there's something to be said about steady work on projects instead of throwing the whole might of the Treasury at a couple things every quarter. We are on a timetable with tiberium and the plan goals, but I'd like to signal greater stability by consistently show improvement across a lot of projects. It feels less like lurching from one emergency to another.
I understand your feelings, but it's the nature of Plan Quest game mechanics that it often makes mechanical sense to finish a rotating series of projects rather than endlessly munching away at several things at once at 1 die/turn.

Military: Fair point, and it's something I'll keep in mind for future plans. For now, I'm not going to make a third revision that no one is voting for anyway, so let's just say I'm relying on all the people involved with the URLS to not fuck it up.
The bolded passage is just... incoherent.

Personally, I don't see a problem with exceeding our Food goal, and Vertical Farming is a good cheap Food (+Consumer Goods) earner.
We should have no problem completing both of them in 3 turns, and they are cheap.
And then we will have more than enough Food to convert some of it into even more Consumer Goods, or reallocate some of our agriculture for Spider Cotton production.
The real question isn't food supplies, it's Resource availability. Do we want to commit to spending 30-45 Resources on a superfluous Food project when we have a lot of other things that need doing?
 
Alright vote tally time:
Adhoc vote count started by Dmol8 on Sep 12, 2021 at 12:38 AM, finished with 214 posts and 77 votes.

  • [X] Plan Steady Balance + Pathfinder
    -[X] Infrastructure 5/5 dice 115R
    --[X] Blue Zone Arcologies (Stage 2) 35/600 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 2/4 dice 30R
    --[X] Chemical Fertilizer Plants 0/200 2 dice 30R 11%
    -[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 +6 free dice 190R
    --[X] Security Review 1 die
    --[X] Mecca/Jeddah Planned City 1 die
    --[X] Tiberium Stabilizers 0/2000 9 dice (8 fusion) 190R (9/23.5 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 35R
    --[X] Expand Medical Schools 0/300 3 dice 30R 20%
    --[X] Indoor park programs 0/150 1 die 5R (1/2 median chance)
    -[X] Military 5/5 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] Governor Class Cruiser Shipyards (Hampton Roads) 0/180 1 die 20R (1/3 median chance)
    -[X] Bureaucracy 2/2 dice
    --[X] Security Review Tiberium DC55 2 dice 99%
    [X] Plan Steady Balance
    -[X] Infrastructure 5/5 dice 115R
    --[X] Blue Zone Arcologies (Stage 2) 35/600 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 +6 free dice 190R
    --[X] Security Review 1 die
    --[X] Mecca/Jeddah Planned City 1 die
    --[X] Tiberium Stabilizers 0/2000 9 dice (8 fusion) 190R (9/23.5 median chance)
    -[X] Orbital Industry 3/3 dice 50R
    --[X] Orbital Cleanup (Stage 5) 42/90 2 dice 30R 99% (58% Stage 5+6)
    --[X] Lunar Regolith Harvesting (Phase 1) 321/350 1 die (Fusion) 20R 100%
    -[X] Services 4/4 dice 35R
    --[X] Expand Medical Schools 0/300 3 dice 30R 20%
    --[X] Indoor park programs 0/150 1 die 5R (1/2 median chance)
    -[X] Military 5/5 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] Governor Class Cruiser Shipyards (Hampton Roads) 0/180 1 die 20R (1/3 median chance)
    -[X] Bureaucracy 2/2 dice
    --[X] Security Review Tiberium DC55 2 dice 99%
    [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%
    [X] Plan Stabilize! Stabilize!
    -[X] Blue Zone Arcologies (Stage 2), 1 die (15 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 4 dice (80 Resources)
    -[X] North Boston Chip Fabricator (Phase 4), 5 dice (75 Resources)
    -[X] Chemical Fertilizer Plants, 2 dice (30 Resources)
    -[X] Yellow Zone Aquaponics Bays (Phase 4), 2 dice (20 Resources)
    -[X] Spider Cotton Development, 1 die (20 Resources)
    -[X] Tiberium Stabilizer Deployment, 8 dice (6 Fusion) (180 Resources)
    -[X] Mecca/Jeddah Planned City(Phase 3), 1 die(20 Resources)
    -[X] Security Review
    -[X] Orbital Cleanup(Stage 5), 2 dice (30 Resources)
    -[X] Lunar Regolith Harvesting (Phase 1), 1 die (1 Fusion) (20 Resources)
    -[X] Expand Medical Schools, 4 dice (40 Resources)
    -[X] ASAT Defense System(Phase 3), 2 dice (2 Fusion) (40 Resources)
    -[X] Remote Weapons System Deployment Predator, 1 die (10 Resources)
    -[X] Universal Rocket Launch System Deployment (Phase 1), 2 dice (30 Resources)
    -[X] Tactical Plasma Weapon Development, 1 die (30 Resources)
    -[X] Security Review (Tiberium), 2 dice
    [X] Plan I'll go all in on the stabilizers next quarter (within reason)
    -[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
    -[X] Rail Network Construction Campaigns (Phase 1) 2 dice 30R 32%
    -[X] Mecca/Jeddah Planned City (Phase 3) 1 Tiberium die + 2 dice 60R 0%
    -[X] North Boston Chip Fabricator (Phase 4) 5 dice + 1 free dice 90R 3%
    -[X] Chemical Fertilizer Plants 3 dice 45R 59%
    -[X] Reykjavik Myomer Macrospinner (phase 1) 1 die 20R 51%
    -[X] Yellow Zone Aquaponics Bays (Phase 4) 1 die 10R 15%
    -[X] Spider Cotton Development 1 die 20R 91%
    -[X] Wadmalaw Kudzu Development 1 die 20R 91%
    -[X] Tiberium Stabilizers 3 fusion dice + 1 free fusion die 80R 0%
    -[X] Orbital Cleanup (Stage 5) 2 fusion dice 20R 83%
    -[X] Lunar Regolith Harvesting (Phase 1) 1 fusion die 20R 100%
    -[X] Advanced Prosthetics Development 1 die 15R 100%
    -[X] Expand Medical Schools 3 dice 30R 0%
    -[X] ASAT Defense System (Phase 3) 2 fusion dice 40R 11%
    -[X] Remote Weapons System Deployment Predator 2 dice 20R 69%
    -[X] Universal Rocket Launch System Deployment (Phase 1) 1 die + 2 free dice 45R 99.9996%
    -[X] Governor Class Cruiser Shipyards
    --[X] Hampton Roads 1 free die 20R 0%
    -[X] Havoc Scout Mech Development 1 free die 10R 100%
    -[X] Security Reviews (Tiberium) 1 Tiberium die + 2 dice 99%
    [X]In the Eye of the Maelstrom v2.3:
    [X]Plan Build Big Spaceship+ Caffeine
    -[X] Blue Zone Arcologies (Stage 2) 1 die 15 R
    -[X] Mecca/Jeddah Planned City (Phase 3) 4 dice 80R
    -[X] North Boston Chip Fabricator Stage 4 5 dice 75 R
    -[X] Chemical Fertilizer Plants: 2 dice 30 R
    -[X] Yellow Zone Aquaponics Bays (Phase 4): 2 dice, 20 R
    -[X] Wadmalaw Kudzu Development: 1 die, 20 R
    -[X] Mecca/Jeddah Planned City (Phase 3) 1 die, 20R
    -[X] Tiberium Stabilizers: 8 dice, 160 R
    -[X]GDIS Pathfinder 2 dice 60 R
    -[X]Orbital Cleanup 1 die, 15R
    -[X]Lunar Regolith Harvesting, 1 die 30R
    -[X]Advanced Prosthetics Development 1 die, 15R
    -[X]Expand Medical Schools 1 die 10 R
    -[X]Indoor Parks Programs 2 dice 10 R
    -[X]ASAT Defense System (Phase 3) 1 die, 20 R
    -[X]RWS Predator 2 dice 20 R
    -[X]URLS 2 dice 30 R
    -[X]Security Review Military 2 dice
    [X]Plan Build Big Spaceship+ SPIDERS
    -[X] Blue Zone Arcologies (Stage 2) 1 die 15 R
    -[X] Mecca/Jeddah Planned City (Phase 3) 4 dice 80R
    -[X] North Boston Chip Fabricator Stage 4 5 dice 75 R
    -[X] Chemical Fertilizer Plants: 2 dice 30 R
    -[X] Yellow Zone Aquaponics Bays (Phase 4): 2 dice, 20 R
    -[X] Spider Cotton Development: 1 die, 20 R
    -[X] Mecca/Jeddah Planned City (Phase 3) 1 die, 20R
    -[X] Tiberium Stabilizers: 8 dice, 160 R
    -[X]GDIS Pathfinder 2 dice 60 R
    -[X]Orbital Cleanup 1 die, 15R
    -[X]Lunar Regolith Harvesting, 1 die 30R
    -[X]Advanced Prosthetics Development 1 die, 15R
    -[X]Expand Medical Schools 1 die 10 R
    -[X]Indoor Parks Programs 2 dice 10 R
    -[X]ASAT Defense System (Phase 3) 1 die, 20 R
    -[X]RWS Predator 2 dice 20 R
    -[X]URLS 2 dice 30 R
    -[X]Security Review Military 2 dice
    [X] Plan Steady Refits
    -[X] Infrastructure 5/5 dice 135R
    --[X] Blue Zone Arcologies (Stage 2) 35/600 15R (1/8.5 median chance)
    --[X] Mecca/Jeddah Planned City (Phase 3) 200/640 2 Tib 4 Infra dice 120R 54%
    -[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 +6 free dice 160R
    --[X] Security Review 1 die
    --[X] Mecca/Jeddah Planned City 2 dice
    --[X] Tiberium Stabilizers 0/2000 8 fusion dice 160R (8/23.5 median chance)
    -[X] Orbital Industry 3/3 dice 50R
    --[X] Orbital Cleanup (Stage 5) 42/90 2 dice 30R 99% (58% Stage 5+6)
    --[X] Lunar Regolith Harvesting (Phase 1) 321/350 1 die (Fusion) 20R 100%
    -[X] Services 4/4 dice 35R
    --[X] Expand Medical Schools 0/300 3 dice 30R 20%
    --[X] Indoor park programs 0/150 1 die 5R (1/2 median chance)
    -[X] Military 5/5 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] Wartime Factory Refits (Phase 1) 0/60 1 die 20R 71%
    -[X] Bureaucracy 2/2 dice
    --[X] Security Review Tiberium DC55 2 dice 99%
    [X]Plan Space infrastructure 620 R total
    --[X]Orbital 3 dice + 5 free dice 120 r
    --[X] GDSS Columbia (Phase 1) 2 dice 40R+ 93%
    --[X] GDSS Shala (Phase 1) 0/85 2 dice 40R+ 93%
    --[X] Orbital Cleanup (Stage 5+6) 42/180 2 dice 20R+ 58%
    --[X] Expand Orbital Communications Network (Phase 3) 13/135 2 dice 20R+ 72%
    -[X]Infrastructure 5 infra dice +1 tib dice 90 R
    --[X] Tidal Power Plants (Phase 3) 154/300 2 dice 20R 51%
    --[X] Rail Network Construction Campaigns (Phase 1) 83/250 2 dice 30R 32%
    --[X] Mecca/Jeddah Planned City (Phase 3) 200/640 1 infra dice, 1 tib dice, 40 R
    -[X]Heavy Industry 5 dice, 70 R
    --[X] Blue Zone Microgeneration Program (Stage 3) 40/120 2 dice 10R 97%
    --[X] Continuous Fusion Plant 0/350 3 dice 60R
    -[X]Light and Chemical industry, 4 dice, 65 r
    --[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
    --[X] Reykjavik Myomer Macrospinner (Phase 1) 0/80 1 die 20R 51%
    -[X]Agriculture 3 agriculture dice +1 free dice 80 r
    --[X] Perennial Aquaponics Bays (Stage 2) 123/350 4 dice 40R 80%
    -[X]Tiberium 4 dice, 105 resources
    --[X] Tiberium Stabilizers 0/2000 1 fusion dice, 20 r
    --[X] Tiberium Inhibitor Deployment (Red Zone 6) 2 dice 60R 94%
    --[X] Improved Tiberium Containment Facilities Development 1 die 25R 100%
    -[X]Services 4 dice, 20 r
    --[X] Expand Medical Schools 0/300 2 dice 20R
    --[X] Indoor park programs 0/150 2 dice 10R 73%
    -[X]Military 5 dice, 5 dice 60 r
    --[X] Remote Weapons System Deployment Predator 225/350 3 dice 30R 96%
    --[X] Universal Rocket Launch System Deployment (Phase 1) 2 dice 30R 98%
    -[X]Bureaucracy
    -[X] Endorse a Candidate 1 die Auto
    [X]In the Eye of the Maelstrom v2.3:
    -[X]Mecca/Jeddah Planned City (Phase 3) 200/640 20 Resources per Die, 5 Die = 100 Resources
    -[X] North Boston Chip Fabricator (Phase 4) 628/1200 15 Resources per Die, 5 Die = 75 Resources
    -[X] Johannesburg Personal Robotics Factory 0/250 15 Resources per Die, 2 Die = 30 Resources
    -[X] Chemical Fertilizer Plants 0/200 15 Resources per Die, 2 Die = 30 Resources
    -[X] Yellow Zone Aquaponics Bays (Phase 4) 44/160 10 Resources per Die, 2 Dice = 20 Resources
    -[X] Spider Cotton Development 0/40 20 Resources per Die, 1 Die = 20 Resources
    -[X] Mecca/Jeddah Planned City (Phase 3) 200/640 20 Resources per Die, 1 Die = 20 Resources
    -[X] Tiberium Stabilizers 0/2000 30 Resources per Die 20 Resources per Fusion Die, 9 Fusion Dice = 180
    -[X] Security Reviews Tiberium
    -[X] Orbital Cleanup (Stage 5) 42/90 15 Resources per Die 10 Resources per Fusion Die, 2 Die = 30 Resources
    -[X] Lunar Regolith Harvesting (Phase 1) 321/350 30 Resources per Die 20 Resources per Fusion Die, 1 Die = 30 Resources
    -[X] Expand Medical Schools 0/300 10 Resources per Die, 3 Die = 30 Resources
    -[X] Domestic Animal Programs 0/200 10 Resources per Die, 1 Die = 10 Resources
    -[X] Remote Weapons System Deployment Predator 225/350 10 Resources per Die, 2 Die = 20 Resources
    -[X] Universal Rocket Launch System Deployment (Phase 1) 235/300 15 Resources per Die, 3 Dice = 45 Resources
    -[X] Security Reviews Tiberium 2 Dice
    [X] Plan Rage, rage against the dying of the light v.2
    -[X] Infrastructure 5/5 dice 95R
    --[X] Blue Zone Arcologies (Stage 2) 35/600 1 die (15R) (High Priority)
    --[X] Mecca/Jeddah Planned City (Phase 3) 200/640 4 dice (80R)
    -[X] Heavy Industry 5/5 dice 75R
    --[X] North Boston Chip Fabricator (Phase 4) 628/1200 5 dice (75R)
    -[X] Light and Chemical Industry 4/4 dice 30R
    --[X] Chemical Fertilizer Plants 0/200 2 dice (30R)
    --[X] Pharmaceutical Synthesis Centers 0/250 2 dice (30R) (High Priority)
    -[X] Agriculture 3/3 dice 60R
    --[X] Yellow Zone Aquaponics Bays (Phase 4) 44/160 1 die (10R)
    --[X] Vertical Farming Projects (Stage 2) 65/240 1 die (15R)
    --[X] Wadmalaw Kudzu Development 0/40 1 die (20R) (High Priority)
    -[X] Tiberium 5/5 dice +6 Free dice 205R
    --[X] Red Zone Containment Lines (Stage 5) 74/180 1 die (25R)
    --[X] Mecca/Jeddah Planned City (Phase 3) 200/640 1 die (20R)
    --[X] Tiberium Stabilizer Deployment 0/2000 8 dice (8 Fusion) (170R) (Very High Priority)
    --[X] Security Review 1 die
    -[X] Orbital 3/3 dice +1 Fusion die 60R
    --[X] Expanded Orbital Communications Network (Phase 3) 13/135 1 die (15R)
    --[X] Orbital Cleanup (Stage 5) 42/90 1 die (15R)
    --[X] Lunar Regolith Harvesting (Phase 1) 321/350 1 Fusion die (30R)
    -[X] Services 4/4 dice 40R
    --[X] Expand Medical Schools 0/300 4 dice (40R)
    -[X] Military 5/5 dice 65R
    --[X] Remote Weapons System Deployment Predator 225/350 2 dice (20R)
    --[X] Universal Rocket Launch System Deployment (Phase 1) 235/300 1 die (15R) (High Priority)
    --[X] Governor Class Cruiser Shipyards
    --- [X] Rosyth 0/185 1 die (20R)
    --[X] Havoc Scout Mech Development 0/30 1 die (10R) (High Priority)
    -[X] Bureaucracy 2/2 dice
    --[X] Security Review Tiberium DC55 2 dice
    [X] Plan Rage, rage against the dying of the light


Plan Steady Balance + Pathfinder is in a 5 vote lead to Plan Steady Balance and every other vote is at least 18 votes behind the lead. So if any people that haven't already voted for either Steady Balance + Pathfinder or Plan Steady Balance should compare the two and see if they want to vote for either as one of these is clearly the winner.

Edit: Grammar fixed.
 
The only thing I don't like about the leading plans is it puts a single dice on Governor shipyard instead of either Havoc or Talons plasma weapon development.

We keep it up and it'll look awful lot like we've forgotten them again.

And I'd like our own vehicle scale particle weaponry and other weapons tech sooner rather than later please. A number of cutting edge tech is gated behind Talons developments as a reminder.
 
Since Seo is good for tech developments, and considering how much time is left in this 4-year plan, all remaining developments could wait until he is the new Treasury leader to be done for greater potential benefits.
Pretty sure that's only for the background tech rolls. Which are tech that the Talons aren't working on.

IIRC what the Talons have are stuff that's almost ready to hit mass production instead of stuff that's just being worked in the lab. Like the rapid fire railguns for example.

What the Talons do is field test various techs that have reached that point and bring it into the final phase of development which is preparing the stuff for mass production while they are working the kinks out.

So I'm pretty sure Seo's bonus will not apply to their stuff.
 
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