Ah, I'm not on my computer currently, but given there's no new projects aside from two standard development ones, the array should be up-to-date enough for this turn.

@Ithillid Given we have such a large food surplus, and the previous Strategic Food Stockpile finished filling its reserves last turn, will we get the option to expand it again soon?

Edit: I should clarify, the threadmarked probability array has all the changes from last turn, and has had such for several days now. It's only lacking the two new military development projects.
 
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Ah, I'm not on my computer currently, but given there's no new projects aside from two standard development ones, the array should be up-to-date enough for this turn.

@Ithillid Given we have such a large food surplus, and the previous Strategic Food Stockpile finished filling its reserves last turn, will we get the option to expand it again soon?
You already hit the cap on what you can meaningfully store. Trying to get more is primarily going to lead to more waste.
 
You already hit the cap on what you can meaningfully store. Trying to get more is primarily going to lead to more waste.
Hmm. If we're gotten enough food incoming that we can't store more, does that mean one of the possible demands we get for the next Plan will be "Get us some f**king meat"? Because we have enough base food coming in, now people want better food?
 
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[ ] High Orbit Ion Cannons
I think that this tiny unassuming option, around since the start of the quest, is worth a second look. Every other option is important, yes, but typically the penalty for not getting it is not so severe. If we don't deploy the stabilizer for a quarter, it won't be good, and we'll have to struggle with tiberium... but not too much more than we already do. If we don't get our military what they want, we might suffer some losses... but probably not catastrophic ones.

The high orbit ion cannons, for a tiny 75 progress, are a real "ounce of prevention pound of cure" sort of deal. If the Scrin decide to randomly say hi (or, another tiberium-filled asteroid, since the Scrin moved around asteroids and we have no Skywatch!), those 75 progress could make a WORLD of difference by blunting or even annihilating an invading force.
 
I think that this tiny unassuming option, around since the start of the quest, is worth a second look. Every other option is important, yes, but typically the penalty for not getting it is not so severe. If we don't deploy the stabilizer for a quarter, it won't be good, and we'll have to struggle with tiberium... but not too much more than we already do. If we don't get our military what they want, we might suffer some losses... but probably not catastrophic ones.

The high orbit ion cannons, for a tiny 75 progress, are a real "ounce of prevention pound of cure" sort of deal. If the Scrin decide to randomly say hi (or, another tiberium-filled asteroid, since the Scrin moved around asteroids and we have no Skywatch!), those 75 progress could make a WORLD of difference by blunting or even annihilating an invading force.
They wont, because and know both in character and out of character that they are not worth worrying about, because if they did it would be game over. The Scrin cannot travel between stars outside their network with FTL speeds, they wont send a small raiding force if it takes years, maybe decades to cross the interstellar void.
 
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Hmm. If we're gotten enough food incoming that we can't store more, does that mean one of the possible demands we get for the next Plan will be "Get us some f**king meat"? Because we have enough base food coming in, now people want better food?
Perhaps Food can be more focused on producing other stuff if there is already enough to eat for nutritional purposes, such as biofuels for Power, Medicinal plants for Health, Fast-growing Lumber for Housing, and all the Food-to-Consumer goods projects that already exist. Hell, maybe someone can mess around and find ways for Plants to adapt and become resistant to Tiberium, similar to how the Forgotten did stuff, and use it for more Abatement.

Because I really Really hope it doesn't have to become something like Housing, and then high-quality Food will have to be produced to replace all the low-quality Food, since that's the most wasteful possible development for Food I can think of.
 
Resources:‌ ‌655 ‌+‌ 5 ‌in‌ ‌reserve‌ ‌(15‌ ‌allocated‌ ‌to‌ ‌the‌ ‌Forgotten)‌ ‌(35 ‌allocated‌ ‌to‌ ‌grants)‌(5 from Taxes) ‌

Political‌ ‌Support:‌ ‌50
Free‌ ‌Dice:‌ ‌6‌ ‌
Fusion‌ ‌Dice:‌ ‌10 ‌(+1‌ ‌per‌ ‌turn)‌ ‌ ‌
Tiberium‌ ‌Spread‌ ‌
16.45 Blue Zone
4.89 Green Zone
22.00 Yellow Zone (86 points of abatement)
56.66 Red Zone (59 points of abatement)

Current‌ ‌Economic‌ ‌Issues:‌ ‌
Housing:‌ ‌Significant‌ ‌Surplus‌ ‌(+10)‌ ‌ (30 population in low quality housing) (2 points of refugees)
Energy:‌ Major ‌Surpluses‌ ‌(+11)‌ ‌(+2 in reserve)
Logistics:‌ ‌Major‌ ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+17)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Showing Strain ‌(+3)‌ (4 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Major ‌Surplus‌ ‌(+5)‌ ‌
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+10)‌ ‌(+5 from private industry)
Labor:‌ ‌Gargantuan‌ ‌Surpluses‌ ‌(+31)‌ ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1300/1480)‌ ‌
Yellow‌ ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

[ ]Plan dig in and fortify
-[ ]Infrastructure (5 infra dice) + 3 free dice, +1 tiberium dice. 150 R
--[ ] Tidal Power Plants (Phase 3) (progress 154/300: 10 resources per die) (+++ Energy) 2 dice, 20 R
--[ ] Blue Zone Arcologies (Stage 2) (Progress 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority) 1 dice, 15 R
--[ ] Yellow Zone Fortress Towns (Phase 3) (Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification) 2 Dice, 40 R
--[ ] Rail Network Construction Campaigns (Phase 1)(Progress 83/250: 15 Resources per die) (+++ Logistics) 1 Dice, 15 R
--[ ] Mecca/Jeddah Planned City (Phase 3) (Progress 538/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity) 2 infra dice, 1 tiberium dice, 60 R
-[ ]Heavy Industry (5 dice) 85 R
--[ ] North Boston Chip Fabricator (Phase 4) (Progress 970/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy) 3 dice, 45 R
--[ ] Continuous Cycle Fusion Plants (Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority) 2 dice, 40 R
-[ ]Light and Chemical Industry (4 dice) 60 R
--[ ] Chemical Fertilizer Plants (Phase 1) (Progress 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy) 1 dice, 15 R
--[ ] Pharmaceutical Synthesis Centers (Progress 0/250: 15 resources per die) (+++ Health, -- Energy) 3 dice, 45 R
-[ ]Agriculture (3 dice) 30 R
--[ ] Agricultural Support (Progress 0/150: 10 resources per die) 2 dice, 20 R
--[ ] Perennial Aquaponics Bays (Stage 2) (Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support) 1 dice, 10 R
-[ ] Tiberium (5 dice) 50 R
--[ ] Tiberium Prospecting Expeditions (Repeating Stage) (Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources]) 2 Dice, 10 R
--[ ] Tiberium Stabilizers (Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion) 2 Fusion dice, 40 R
-[ ]Orbital (3 dice) + 1 free dice, 30 R
--[ ] Orbital Cleanup (Stage 5) (Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion) 1 Fusion Dice, 10 R
--[ ] Expand Orbital Communications Network (Phase 3) (Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion) 2 Fusion dice, 20 R
--[ ] Security Review 1 die
-[ ]Services (4 dice) 45 R
--[ ] Scrin Research Institutions (Progress 0/350: 30 resources per die) 1 Dice, 30 R
--[ ] Expand Medical Schools (Progress 207/300: 10 resources per die) (-- Labor, +++ Health) 2 Dice, 10 R
--[ ] Indoor park programs (Progress 107/150: 5 resources per die) (5 Political Support) 1 Dice, 5 R
-[ ]Military (5 dice) + 2 free dice 120 R
--[ ] Wartime Factory Refits (Phase 1) (Progress 0/60: 20 Resources per die) (-- Capital Goods) 1 Dice, 20 R
--[ ] Zone Emergency Medical Evacuation Vehicle Development (Progress 0/40: 10 resources per die) (Must be completed before End of Plan) 1 Dice, 10 R
--[ ] Reclamator Hub Blue Zone 1 (Progress 39/105) 1 Dice, 20 R
--[ ] Shell Plants (Phase 4) (Progress 3/300: 10 Resources per die) (-- Energy) (High Priority) 1 Dice, 10 R
--[ ] Ground Forces Zone Armor (Set 1) New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods) 1 Dice, 20 R
--[ ] Governor Class Cruiser Shipyards Hampton Roads(Progress 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 2 Dice, 40 R
-[ ]Bureaucracy (3 dice) + 1 free dice
--[ ] Security Reviews, 2 dice
--[ ] Prepare for Retirement 1 Dice

Total cost, 570 R 90 Resources remaining.

Okay. So. First and foremost for this plan, the over-riding concept is cheap, to build up a stockpile so we can go all in on resource extraction at the start of the next plan.

Start off. Tidal power plants, cheap simple energy. Next is 1 dice into arcologies to keep those moving, but, since we're expecting nod to attack soon and our housing is starting to go a little thin I'm throwing 2 dice into fortress town for both housing, and defence in depth to defend our territory. Logistics isn't just rails, but it's about having bases too. I do also continue rails with 1 dice. And build up Mecca more with 2 infra and 1 tib dice.

Heavy Industry, 3 dice into boston to hopefully finish that or get it close at least and 2 dice into the next generation of fusion plants.

Light and chemical 1 dice finished fertilisers and then we're knocking 3 dice into pharma for medicines.

Agri, 2 dice for the forgotten. And 1 dice for perennials to start that moving.

Tiberium... We could push everything into getting the stabilisers done in 2 turns. But it's resource heavy and eats all our free dice. So instead. 2 dice into the stabilisers. And 2 dice into the cheapest dice possible for tiberium prospecting expeditions. Once again, the point is to build up a stockpile for the beginning of the next plan.

Orbital, a dice into cleanup to clear our skies for the stabilizer satellites and 2 dice into our satellite networks for logistics. Plus a free dice for security reviews, just to make sure everything is safe as possible.

Services. 1 dice into starting scrin research to use grangers bonus, 1 more dice next turn should leave it ready for Seo to complete. And this turn 2 dice into medical schools and 1 dice into indoor parks.

Military, it's a bit of a mix. 2 dice into a shipyard to finish that. 1 dice for the medical vehicle, 1 dice to start war factory refits, 1 dice to start zone armour, 1 dice into rockets and we're going to start a reclamator hub for blue zone 1 to set up for a marv to use military dice for income at the start of next plan.

Finally bureaucracy is simple. Orbital security review and 1 dice into prepping for retirement.

edit: changes missiles to shells.
 
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Right now my thoughts on Infra are:
Q3
4 Mecca
1 BZ Arcology
Q4
4 Mecca (try to finish it this turn)
1 BZ Arcology
Q1
1 BZ Arcology
2-4 Railnetworks
0-2 Tidal Power (because this is the cheapest option so if we need to cut resources downgrade rail dice to tidal power)

This way we 1) use the fewest tib dice for Mecca (because we have tons of tib projects we need to do) 2) keep progress on needed infra
 
-[ ]Military (5 dice) + 2 free dice 125 R
--[ ] Wartime Factory Refits (Phase 1) (Progress 0/60: 20 Resources per die) (-- Capital Goods) 1 Dice, 20 R
--[ ] Zone Emergency Medical Evacuation Vehicle Development (Progress 0/40: 10 resources per die) (Must be completed before End of Plan) 1 Dice, 10 R
--[ ] Reclamator Hub Blue Zone 1 (Progress 39/105) 1 Dice, 20 R
--[ ] Universal Rocket Launch System Deployment (Phase 2) (Progress 105/200: 15 resources per die) (-- Energy) (High Priority) 1 Dice, 15 R
--[ ] Ground Forces Zone Armor (Set 1) New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods) 1 Dice, 20 R
--[ ] Governor Class Cruiser Shipyards Hampton Roads(Progress 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 2 Dice, 40 R
This military spending is just... bad. The BZ MARV Hub is completely unneeded, rockets/missiles aren't in as great a shortage as shells are, and a single die on Zone Armor really does nothing.

I'd far prefer the Hub and Zone dice going for the other Cruiser Yard, plus the URLS one as well for a better chance of completion of our Cruiser problem. We're behind schedule on that, so putting in extra effort to get it done now is important.

EDIT: And Fortress Towns!? When we haven't done another round of Shells to supply them? Absolutely not! That's exactly what led to the Italian disaster this Plan!
 
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You already hit the cap on what you can meaningfully store. Trying to get more is primarily going to lead to more waste.
I was thinking of this option from back in, ah, Q1 2053. Apologies if it's no longer relevant.
  • Extra Large Stockpiles (---- Food, +++++ Stored Food)
Massive new investments in expanding existing stockpiles and founding new ones may indicate a lack of confidence in the military might of the Initiative. However, it will also provide enough food to feed the people for years, even without significant farming ongoing.
 
Edit
As for Scrin- If I can fit in 2 dice on Pathfinder this turn we can fit in 2 dice on it next turn. That and I want to clear Orbital given the stabilizers going up.
Frankly, Scrin tech is more important than finishing Pathfinder. If I have to choose whether to get the next round of Scrin tech a quarter sooner, or to get the Pathfinder done a quarter sooner, I choose Scrin tech.

But orbit clearance dice do make sense in context.

So, are we going to build the other chipfactory and Myomer Macrospinner, since it seems war is on its way, and even just having the second level of those would reduce the effectiveness of a decaption strike against those factories. The chip I can understand delaying till the expansion on the current is finished. But the turn after I would want to put 2-3 dice on the other.
You're not wrong, we're just poking around wrapping up a few projects we really want to complete (like the pharmaceutical synthesis, or the fertilizer plants we need to hit our plan goal) first.

Each turn we work on Mecca it requires a Tiberium dice so going all-in on that so we can complete it next turn.
It requiring a tiberium die isn't really that bad, and us spending literally no dice on arcologies in a turn is likely to get politicians grumpy because they've been yelling at us to build arcologies for like a year and we've been slow-walking really hard.

Working on getting a Logistics bump for next plan,
Nice idea, but the problem is that finishing Mecca slowly doesn't really favor us. We'll need to do a ton of +Logistics next Plan anyway, and we'll have to do more Mecca dice at lower income which means higher R/die cost to do Mecca than to do, say, railroad dice.

Edit: changing missiles to a start on more shells, since we need that more.
I disagree. Our problem is artillery accuracy, not just volume of shellfire. Trying to ammo our way out of an accuracy problem when each individual shell weighs dozens of kilos is how you overload your logistics in wartime.

We need to roll out a series of artillery guns that are better suited to our needs than the crudely improvised smoothbore-tank-gun-onna-howitzer-mount we've been using. THEN we spam shell factories.

Hmm. If we're gotten enough food incoming that we can't store more, does that mean one of the possible demands we get for the next Plan will be "Get us some f**king meat"? Because we have enough base food coming in, now people want better food?
Maybe, but it may also just get folded into the consumer goods target, since "get us some meat/caffeine/etc" options often involve -Food +Consumer Goods options.

Because I really Really hope it doesn't have to become something like Housing, and then high-quality Food will have to be produced to replace all the low-quality Food, since that's the most wasteful possible development for Food I can think of.
Mechanically, high quality Food is modeled as a form of Consumer Goods and has been throughout the game. Some of our options even consume Food to make Consumer Goods (e.g. feeding animals for meat).

So you're fine.

Right now my thoughts on Infra are:
Q3
4 Mecca
1 BZ Arcology
Q4
4 Mecca (try to finish it this turn)
1 BZ Arcology
Q1
1 BZ Arcology
2-4 Railnetworks
0-2 Tidal Power (because this is the cheapest option so if we need to cut resources downgrade rail dice to tidal power)

This way we 1) use the fewest tib dice for Mecca (because we have tons of tib projects we need to do) 2) keep progress on needed infra
I suspect that under the new Plan we'll be under a LOT of political pressure to put more than 1 die/turn on arcologies. The QM has NOT been subtle about how important the populace considers expanding the arcologies, or about how grumpy people are about the perception that we're slow-walking it.

I believe that it was mentioned we have better than good odds of passing with one dice due to omakes.
Yeah, but we still have a considerable chance of failure. i'd rather not do security review at all than do one with just one die; the probable consequences of not doing one for a quarter are usually better than the probable consequences of specifically fucking one up.
 
Frankly, Scrin tech is more important than finishing Pathfinder. If I have to choose whether to get the next round of Scrin tech a quarter sooner, or to get the Pathfinder done a quarter sooner, I choose Scrin tech.

But orbit clearance dice do make sense in context.
You might have missed it but we want Scrin to finish when Seo is in charge since the loot rolls also get his +5 bonus.
 
You might have missed it but we want Scrin to finish when Seo is in charge since the loot rolls also get his +5 bonus.
Oh absolutely, but I definitely want to do the prep work on Granger's watch to exploit the high dice bonuses, and also because the cost of doing 30 R/die projects under Seo is going to be painful, incentivizing us to slow-walk and potentially take longer to finish.
 
[X]Plan dig in and fortify
-[X]Infrastructure (5 infra dice) + 3 free dice, +1 tiberium dice. 150 R
--[X] Tidal Power Plants (Phase 3) (progress 154/300: 10 resources per die) (+++ Energy) 2 dice, 20 R
--[X] Blue Zone Arcologies (Stage 2) (Progress 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority) 1 dice, 15 R
--[X] Yellow Zone Fortress Towns (Phase 3) (Progress 25/200: 20 Resources Per Die) (+++ Housing) (Supports Yellow Zone Intensification) 2 Dice, 40 R
--[X] Rail Network Construction Campaigns (Phase 1)(Progress 83/250: 15 Resources per die) (+++ Logistics) 1 Dice, 15 R
--[X] Mecca/Jeddah Planned City (Phase 3) (Progress 538/640: 20 resources per die) (-- Labor, - Logistics) (10 Political Support) (+2 Red Zone Abatement, +2 Yellow Zone Abatement, +5 RpT, +120 Processing Capacity) 2 infra dice, 1 tiberium dice, 60 R
-[X]Heavy Industry (5 dice) 85 R
--[X] North Boston Chip Fabricator (Phase 4) (Progress 970/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy) 3 dice, 45 R
--[X] Continuous Cycle Fusion Plants (Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority) 2 dice, 40 R
-[X]Light and Chemical Industry (4 dice) 60 R
--[X] Chemical Fertilizer Plants (Phase 1) (Progress 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy) 1 dice, 15 R
--[X] Pharmaceutical Synthesis Centers (Progress 0/250: 15 resources per die) (+++ Health, -- Energy) 3 dice, 45 R
-[X]Agriculture (3 dice) 30 R
--[X] Agricultural Support (Progress 0/150: 10 resources per die) 2 dice, 20 R
--[X] Perennial Aquaponics Bays (Stage 2) (Progress 123/350: 10 resources per die) (+++ Food over 16 turns, ++++ Consumer Goods over 16 turns) (5 Political Support) 1 dice, 10 R
-[X] Tiberium (5 dice) 50 R
--[X] Tiberium Prospecting Expeditions (Repeating Stage) (Progress 2/200: 5 resources per die) (Small additional income trickle [5 Resources]) 2 Dice, 10 R
--[X] Tiberium Stabilizers (Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (+25 PS) (Fusion) 2 Fusion dice, 40 R
-[X]Orbital (3 dice) + 1 free dice, 30 R
--[X] Orbital Cleanup (Stage 5) (Progress 42/90: 15 resources per die) (Opens new Space Projects) (25-30 resources) (Fusion) 1 Fusion Dice, 10 R
--[X] Expand Orbital Communications Network (Phase 3) (Progress 13/135: 15 resources per die) (++ Logistics) (5 Political Support) (Fusion) 2 Fusion dice, 20 R
--[X] Security Review 1 die
-[X]Services (4 dice) 45 R
--[X] Scrin Research Institutions (Progress 0/350: 30 resources per die) 1 Dice, 30 R
--[X] Expand Medical Schools (Progress 207/300: 10 resources per die) (-- Labor, +++ Health) 2 Dice, 10 R
--[X] Indoor park programs (Progress 107/150: 5 resources per die) (5 Political Support) 1 Dice, 5 R
-[X]Military (5 dice) + 2 free dice 110 R
--[X] Wartime Factory Refits (Phase 1) (Progress 0/60: 20 Resources per die) (-- Capital Goods) 1 Dice, 20 R
--[X] Zone Emergency Medical Evacuation Vehicle Development (Progress 0/40: 10 resources per die) (Must be completed before End of Plan) 1 Dice, 10 R
--[X] Ablat Plating Deployment (Stage 4) (Progress 45/200: 10 resources per die) (Very High Priority) 1 Dice, 10 R
--[X] Shell Plants (Phase 4) (Progress 3/300: 10 Resources per die) (-- Energy) (High Priority) 1 Dice, 10 R
--[X] Ground Forces Zone Armor (Set 1) New York (Progress 0/200: 20 Resources per die) (-- Labor, --- Energy, - Capital Goods) 1 Dice, 20 R
--[X] Governor Class Cruiser Shipyards Hampton Roads(Progress 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) 2 Dice, 40 R
-[X]Bureaucracy (3 dice) + 1 free dice
--[X] Security Reviews, 2 dice
--[X] Prepare for Retirement 1 Dice

Total cost, 560 R 100 Resources remaining.
 
[X] Plan Toss A Plasma Weapon To Your Steel Talons
Infrastructure 5/5 95R
-[X] Tidal Power Plants (Phase 3) 2 dice 20R 51%
(progress 154/300: 10 resources per die) (+++ Energy)
-[X] Blue Zone Arcologies (Stage 2) 1 die 15R 0%
(Progress 138/600: 15 Resources per Die) (++++ Housing, +++ Consumer Goods, -- Energy) (High Priority)
-[X] Mecca/Jeddah Planned City (Phase 3) 1 Tiberium die + 2 dice 60R %
(Progress 538/640: 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 80R
-[X] Continuous Cycle Fusion Plants 1 die 20R 0%
(Progress 0/350: 20 Resources per Die) (+++++ Energy) (High Priority)
-[X] North Boston Chip Fabricator (Phase 4) 4 dice 60R 87%
(Progress 970/1200: 15 resources per die) ( +++++ Capital Goods ++++ Consumer Goods -- Labor --- Energy)
Light and Chemical Industry 4/4 65R
-[X] Chemical Fertilizer Plants 1 die 15R 100%
(Progress 184/200: 15 resources per die) (+++ Consumer Goods, +++ Food, - Energy)
-[X] Pharmaceutical Synthesis Centers 2 dice 30R 0%
(Progress 0/250: 15 resources per die) (+++ Health, -- Energy)
-[X] Reykjavik Myomer Macrospinner (phase 1) 1 die 20R 51%
(Progress 0/80: 20 resources per die)
Agriculture 2/3 30R
-[X] Agricultural Support 1 die 10R 0%
(Progress 0/150: 10 resources per die)
-[X] Spider Cotton Development 1 die 20R 100%
(progress 22/40: 20 resources per die)
Tiberium 5/5 200R
-[X] Tiberium Stabilizers 4 fusion dice + 6 free fusion die 200R 0%
(Progress 674/2000: 30 resources per die) (---- Capital Goods) (Increases time between mutation rolls from 1d4 to 1d4+1) (fusion)
Orbital 3/3 10 fusion dice 60R
-[X] GDIS Pathfinder 2 dice 60R 54%
(Progress 158/300: 30 resources per die)
Services 3/4 30R
-[X] Advanced Prosthetics Development 1 die 15R 100%
(Progress: 0/40: 15 resources per die)
-[X] Expand Medical Schools 1 die 10R 53%
(Progress 207/300: 10 resources per die) (-- Labor, +++ Health)
-[X] Indoor park programs 1 die 5R 100%
(Progress 106/150: 5 resources per die) (5 Political Support)
Military 5/5 90R
-[X] Zone Emergency Medical Evacuation Vehicle Development 1 die 10R 91%
(Progress 0/40: 10 resources per die) (Must be completed before End of Plan)
-[X] Universal Rocket Launch System Deployment (Phase 2) 2 dice 30R 88%
(Progress 105/200: 15 Resources per die) (High Priority)
-[X] Governor Class Cruiser Shipyards
--[X] Hampton Roads 1 free die 20R 0%
(Progress 45/185: 20 resources per die) (- Capital Goods, -- Energy, - Labor) (Very High Priority)
-[X] Tactical Plasma Weapon Development 1 die 30R 91%
(Progress 0/40: 30 resources per die)
Bureaucracy 3/3
-[X] Security Reviews (Orbital) 1 Orbital die + 2 dice 99%
(DC 55 + 1 operations die)
-[X] Prepare for Retirement 1 die
Free Dice 6/6
Resources 650/655 Reserve 0/5
 
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[X] Plan Stabilizer, Mecca and Pathfinder
Infra 5/5 95R +15
-[X] Blue Zone Arcologies (Stage 2) 138/600 1 die 15R 0%
-[X] Mecca/Jeddah Planned City (Phase 3) 523/640 4 dice 80R (see tib)
HI 5/5 80R +20
-[X] Continuous Cycle Fusion Plants 0/350 1 die 20R 0%
-[X] North Boston Chip Fabricator (Phase 4) 970/1200 4 dice 60R 84%
LCI 4/4 60R +15
-[X] Chemical Fertilizer Plants 184/200 1 die 15R 100%
-[X] Pharmaceutical Synthesis Centers 0/250 3 dice 45R 23%
Agri 3/3 40R +15
-[X] Agricultural Support 0/150 2 dice 20 R
-[X] Spider Cotton Development 22/40 1 die 20R 100%
Tiberium 5/5+6 Free 220R +35
-[X] Mecca/Jeddah Planned City (Phase 3) 523/640 1 die + 4 Infra 20R 100%
-[X] Tiberium Stabilizers 674/2000 10 dice (10 fusion) 200R 0%
Orbital 3/3 60R +15 (10 Fusion dice)
-[X] Security Review 1 Orb die
-[X] GDIS Pathfinder 158/300 2 dice 60R 54%
Services 3/4 25R +30
-[X] Expand Medical Schools 207/300 1 die 10R 53%
-[X] Domestic Animal Programs 0/200 1 die 10 R 0%
-[X] Indoor park programs 106/150 1 die 5R 100%
Military 5/5 80R +15
-[X] Universal Rocket Launch System Deployment (Phase 2) 2 dice 30R 88%
-[X] Zone Emergency Medical Evacuation Vehicle Development 0/40 1 die 10R 91%
-[X] Governor Class Cruiser Shipyards (Hampton Roads) 45/185 2 dice 40R 56%
Bureau 3/3 +15
-[X] Security Reviews(Orbital) DC55 2 dice+1 orbital 99%
-[X] Prepare for Retirement 1 die?
Free 6/6
-6 tib



660/655 + 5 (660 for the turn)
PS 50



Had to drop ASAT as it was too expensive to fit in. As it is 2 dice on GDIS because in Q4 I am dumping all 3 orbital dice on cleanup so we have a small resource stockpile to help us recover from reduced income in Q1- to that end this is the last chance to get GDIS done until Q3/Q4 of next year.



URLS Phase 2 because ground and air need more missiles and it would be nice to build up a stockpile so roll that out, while also working on the dev required and continue work on the cruiser. Also Q1 and Q2 (and maybe Q3) of next year we are going to be asking our air and ground forces to help sustain further extraction efforts in the RZ glaciers and general harvesting to rebuild income. As such rolling out another air and ground deployment will help safeguard those missions.


All in on Stabilizers and Mecca since we need stabilizers to finish next turn to catch the next mutation roll and Mecca is a promise, a way to sway neutrals and some NOD aligned forces, mitigation and processing cap increase before we go glacier and vein mining to start off the next plan



Agri support is cheap and is another promise and something that needs 2 dice for a chance to finish so that was easy to slide in.
For LCI- Pharma synth is another health increase (and given we are going to see more refugees keeping a surplus to act as a buffer helps)


As for planning for next plan, keep in mind we are going to be in the 400s for income (405 at 30%) which is a drop of over 200. We will need all 3 orbital dice on cleanup next turn to help cushion that reduction. And Q1, Q2 and maybe Q3 to rebuild income depending on rolls (both how many phases finish and if we roll low or high on income)
 
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Since I wasn't sure which to go for, I decided to just vote for both of my plans.

[X] Plan Governor Spam + Orbital Cleanup
Infrastructure (5 dice)
-[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 3 dice (60 Resources)
Heavy Industry (5 dice)
-[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
-[X] Security Review, 1 die
Light and Chemical Industry (4 dice)
-[X] Chemical Fertilizer Plants (Phase 1), 1 die (15 Resources)
-[X] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
Agriculture (3 dice)
-[X] Forgotten Agricultural Support, 2 dice (20 Resources)
-[X] Spider Cotton Development, 1 die (20 Resources)
Tiberium (5 dice +6 Free)
-[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) (200 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
Orbital (3 dice)
-[X] GDIS Pathfinder, 1 die (30 Resources)
-[X] Orbital Cleanup(Stage 5), 2 dice (30 Resources)
Services (4 dice)
-[X] Advanced Prosthetics Development, 1 die (15 Resources)
-[X] Expand Medical Schools, 2 dice (20 Resources)
-[X] Indoor Park Programs, 1 die (5 Resources)
Military (5 dice)
-[X] Zone Emergency Medical Evacuation Vehicle Development, 1 die (10 Resources)
-[X] Governor Class Cruiser Shipyards (Hampton Roads), 2 dice (40 Resources)
-[X] Governor Class Cruiser Shipyards (Rosyth), 2 dice (40 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (HI), 2 dice
-[X] Prepare for Retirement, 1 die

Resources Available: 660
Resources Spent: 660
Resources Remaining: 0

[X] Plan Governor Spam + Pathfinder
Infrastructure (5 dice)
-[X] Blue Zone Arcologies (Stage 2), 2 dice (30 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 3 dice (60 Resources)
Heavy Industry (5 dice)
-[X] North Boston Chip Fabricator (Phase 4), 4 dice (60 Resources)
Light and Chemical Industry (4 dice)
-[X] Chemical Fertilizer Plants (Phase 1), 1 die (15 Resources)
-[X] Pharmaceutical Synthesis Centers, 3 dice (45 Resources)
Agriculture (3 dice)
-[X] Forgotten Agricultural Support, 2 dice (20 Resources)
-[X] Spider Cotton Development, 1 die (20 Resources)
Tiberium (5 dice +6 Free)
-[X] Tiberium Stabilizer Deployment, 10 dice (10 Fusion) (200 Resources)
-[X] Mecca/Jeddah Planned City(Phase 3), 1 die (20 Resources)
Orbital (3 dice)
-[X] GDIS Pathfinder, 2 dice (60 Resources)
-[X] Security Review, 1 die
Services (4 dice)
-[X] Advanced Prosthetics Development, 1 die (15 Resources)
-[X] Expand Medical Schools, 2 dice (20 Resources)
-[X] Indoor Park Programs, 1 die (5 Resources)
Military (5 dice)
-[X] Zone Emergency Medical Evacuation Vehicle Development, 1 die (10 Resources)
-[X] Governor Class Cruiser Shipyards (Hampton Roads), 2 dice (40 Resources)
-[X] Governor Class Cruiser Shipyards (Rosyth), 2 dice (40 Resources)
Bureaucracy (3 dice)
-[X] Security Reviews (Orbital), 2 dice
-[X] Prepare for Retirement, 1 die

Resources Available: 660
Resources Spent: 660
Resources Remaining: 0

EDIT:
[X] Plan Governor Spam + Pathfinder + Mecca Dice
Also voting for Derpmind's version.
 
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