Hm. Could swap the Governor die for a die on Hydrofoils and a die on Havoc mechs. We'll have the Energy for it, and a 42% chance of completion is not terrible.
Hydrofoil and PD- with other mil demands that need to get done we will not be able to dump everything into PD on a given quarter to finish it so, chipping away at it is a good idea so we can finish it up by Q3.

Cruiser yards should get 1 die next turn when our income is higher and we can keep all 4 mil dice active with 1 20R and 3 10R (follow up on medvacs, more PD dice, railgun munitions etc). In general first few quarters we need to focus on deploying our current tech out not adding new deployment projects. Q4 we can look at some dev projects since we can likely have some free dice in mil to do more deployment.
 
I'm against delaying the Cruiser yards. Cruisers have longer lead times than hydrofoils and we sort of promised the navy them by the end of last year. Hydrofoils build faster and we don't have a pressing need for them like we do for cruisers. The navy needs cruisers more than hydrofoils too. Especially since cruisers can do ASW and we've seen Nod's sub activity going up. Hydrofoils don't seem to be doing much anti-sub work.

Plus, Havoc might benefit from Shimmer Shields or Plasma Weaponry, neither of which we could do this turn with Havocs.

I'm going to bat for the Navy's Point Defense Refits next turn. The navy is agitating for them and soon will it will become a negative PS per turn not worked on. Word of QM also tells us that PD refits gatekeeps future point defense projects that protect our YZ and BZ cities and arcologies.
 
HOLY SHIT those apartment complexes.

I was DREAMING of a project option like those.

WANT WANT WANT.

But the underlying problem THIS turn is still inability to spare many Infrastructure dice at all.

We haven't done MARV stuff for the last two quarters. Might be a good idea to start doing that again, that and Inhibitor stuff.
MARVs are Resource-intensive and we're in a Resource crunch for a while.

Built around the need to get lots more income. It sadly leaves a lot of dice fallow, but it also gives probably +120R/turn.
I welcome commentary on what reallocation priorities should be, but I think that HI, Tib, and Orbital is a good focus.
Edit: on advice, have removed reallocation to wait until we see what recruitment brings us.

[]Plan Cashgrab
Infrastructure 5 dice +9 4/5 60R
-[] Rail Network Construction Campaigns (Phase 1) 83/250 4 dice 60R 93%
Heavy Industry 5 dice +14 1/5 dice 20R
-[] Continuous Cycle Fusion Plant (Phase 1) 333/350 1 die 20R 100%
Light and Chemical Industry 4 dice +9 1/4 dice 15R
-[] Pharmaceutical Synthesis Centers 220/250 1 die 15R 95%
Agriculture 3 dice +9
Tiberium 5 dice +25 9/5 dice 245R
-[] Red Zone Tiberium Harvesting (Stage 8) 0/130 3 dice 75R 99%, (Stage 8+9) 0/260 35%
-[] Tiberium Glacier Mining (Stage 8+9) 29/360 5 dice 150R 81%
-[] Medina Planned City (Phase 4) 598/640 1 Tib die 20R 99%
Wait, do we need three dice of Red Zone Harvesting to be confident of getting two phases of glacier mines?

Just checking.

Also, what happens if the railroad phase doesn't complete? Are we screwed?

Military 4 dice +11 3/4 40R
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Portland) 0/80 1 die 10R 47%
-[] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 0/80 1 die 10R 47%
-[] Governor Class Cruiser Shipyards (Rosyth) 155/185 1 die 20R 97%
There is a good argument here for finishing what we started, but does this fulfill our military commitment? Again, just checking.

Bureaucracy 3 dice +9 5/3
-[] Recruitment Drives DC 200 5dice 96%
This is a good choice. Focus Reallocation doesn't matter until we're ready to move our Services die into Orbital, because we don't really need it anywhere else right now, and we couldn't afford to activate it right now anyway.
 
There should be no real reason to even do this at the time since the focus required is still at the same places, AKA HI, Tiberium, and Services, since those cover Power/Capital goods, All the Tiberium stuff, and R&D.
R&D isn't so dice-intensive, so having 'only' three dice per turn matters less. Whereas we have massive space commitments that demand as many dice as possible.

As for plans, heh, I'll wait and see just how much people care about actually getting back the income to activate more dices, or will they rather spend what little they have as spread out as possible with little regards to the future like I expect them to at this point.
Yes, yes, we know, you're convinced you're the smartest person in the room.

No matter how many times you are proven wrong, or shown to have ignored basic facts or rejected commonsense interpretations of the update posts in favor of your own opinions.

I think we should try to squeeze in at least one PD Refit here as well. According to Ithillid, the Navy's like an inch away from just ripping out PS if we don't get to work on it.
I could totally go for one die on ZEMEV and one die on point defense instead of two dice on ZEMEV. There's no realistic way we don't finish ZEMEV in time, so it's okay to not roll out both plants this quarter.

I feel like we can do this next turn and instead get 2 mil dice activated to keep mil progress moving forward.
Finishing one very important project this turn may be more of a "mil progress" effect than scattershotting across other, less critical projects. The Navy wants that yard done, badly, I'm quite sure.

That is still 61 less progress on mil projects through the course of the plan though and we cant dump 4 dice on PD refits, we have other 10R tasks that need doing
Given what we are sacrificing that extra rolled die for, I think the military would be willing to forgive us.

I want the thing done.
 
Wait, do we need three dice of Red Zone Harvesting to be confident of getting two phases of glacier mines?

Just checking.

Also, what happens if the railroad phase doesn't complete? Are we screwed?

There is a good argument here for finishing what we started, but does this fulfill our military commitment? Again, just checking.

This is a good choice. Focus Reallocation doesn't matter until we're ready to move our Services die into Orbital, because we don't really need it anywhere else right now, and we couldn't afford to activate it right now anyway.
2 dice of RZ Harvesting is 79%, which is... not comfortable for me, since that is a 1/5th chance of not getting the second glacier mine to complete.

Yeah, railroads not completing would make our logisticians very sad, which is why I'm tossing 4 dice at them.
And yes, we promised either 3 dice or 45R of military spending, so it works.
 
Most Interesting!

Re: Cashgrab
We are quite constrained here, and this seems mostly fine.

However, I will strongly caution against trying to rush two phases of Glacier Mining.
There are many uncertainties regarding exactly how Medina and expanded RZ harvesting will change this project.
We will also be stretching our Logistics by doing this, which may not be a good idea if we are also expanding into vulnerable areas with these expansions. Stretching our military when they don't have the Logistical capacity to cover new mining operations is potentially risky.
Things will likely be fine. But if they aren't fine, we aren't in a position to rush much in the way of support.
We could take two dice from the Glacier Mining and one die from the RZ Mining to complete a phase of Vein Mining instead. This only gives a little bit less resources, but without jumping into the unknown. We'll also get some idea of what challenges the Vein Mining might have going forward.

I'm slightly antsy about not continuing to get the Arcologies done, but if we are going to rush Glacier Mining, we need the Railway expansion.
 
Most Interesting!

Re: Cashgrab
We are quite constrained here, and this seems mostly fine.

However, I will strongly caution against trying to rush two phases of Glacier Mining.
There are many uncertainties regarding exactly how Medina and expanded RZ harvesting will change this project.
We will also be stretching our Logistics by doing this, which may not be a good idea if we are also expanding into vulnerable areas with these expansions. Stretching our military when they don't have the Logistical capacity to cover new mining operations is potentially risky.
Things will likely be fine. But if they aren't fine, we aren't in a position to rush much in the way of support.
We could take two dice from the Glacier Mining and one die from the RZ Mining to complete a phase of Vein Mining instead. This only gives a little bit less resources, but without jumping into the unknown. We'll also get some idea of what challenges the Vein Mining might have going forward.

I'm slightly antsy about not continuing to get the Arcologies done, but if we are going to rush Glacier Mining, we need the Railway expansion.
Valid criticism, but then it wouldn't be a proper cashgrab. (And we know that the RZ Harvesting and second phase of glacier mining will go around the Mecca/Medina area, so I suspect that won't be all that much strain on our military.)
 
So Lore question... After each reallocation, when 70% of the treasure gets reallocated... What happens to it? Does it disappear into the gaping maw of bureaucracy (where they dump >1,000 resources per quarter into paperclips)?
 
There are many uncertainties regarding exactly how Medina and expanded RZ harvesting will change this project.
There is not, it changes logistics from -5 to -2 or -3 for some stages.

We could take two dice from the Glacier Mining and one die from the RZ Mining to complete a phase of Vein Mining instead. This only gives a little bit less resources, but without jumping into the unknown. We'll also get some idea of what challenges the Vein Mining might have going forward.
This drops resource gain by a good amount, vein mining is half of glacier mining and we lose the rz harvest
 
So Lore question... After each reallocation, when 70% of the treasure gets reallocated... What happens to it? Does it disappear into the gaping maw of bureaucracy (where they dump >1,000 resources per quarter into paperclips)?
They get assigned to other parts of the government for them to use (welfare, military, etc). We're just the treasury, not the whole government.
 
[]Plan Draft Team Navy
-[]Infrastructure 5/5 75R
--[]Rail Network Construction Campaigns (Phase 1) 83/250 3 dice 45R 70%
--[]Blue Zone Arcologies (Stage 2) 409/650 2 dice 30R
-[]Heavy Industry 1/5 20R
--[] Continuous Cycle Fusion Plant (Phase 1) 333/350 1 die 20R 100%
-[]Light & Chemical Industry 1/4 15R
--[] Pharmaceutical Synthesis Centers 220/250 1 die 15R 95%
-[]Agriculture 0/3 0R
-[]Tiberium 5/5 + 2 190R
--[] Medina Planned City (Phase 4) 598/640 1 Tib die 20R 98%
--[] Red Zone Tiberium Harvesting (Stage 8) 0/130 2 dice 50R 79%
--[] Tiberium Glacier Mining (Stage 8) 29/180 4 dice 120R 100+%
-[]Orbital Industry 3/3 30R
--[] Expand Orbital Communications Network (Phase 3) 13/135 3 dice 30R+ 62%
-[]Services 0/4 0R
-[]Military 4/4 + 2 75R
--[] Orca Refit Deployment 0/200 1 dice 15R
--[] Governor Class Cruiser Shipyards (Rosyth) 155/185 1 die 20R 97%
--[] Point Defense Refits 15/250 4 dice 40R 67%
-[]Bureaucracy 3/3 + 2
--[] Recruitment Drives DC 200 5 dice 96%

405/405R , 6/6 Free Dice, 3/11 Fusion Dice.


This is more or less the Cashgrab plan with the cashgrab toned back slightly in favor of Arcologies and a military section that favors the Navy. This is paid for with one less die on each of Glacier Mining and RZ Harvesting.

Still 100% to complete on Glacier Mining 8, so barring four Nat 1s in a row we will be no deeper in the hole than we are now. BZ Arcologies 2 is slow-walked, no chance to complete this turn, but better than no visible progress through the beginning of the year.

Military is Rosyth, PD Refits, and Orcas to fly off future Escort Carriers. Which I think we should throw a die at to develop this quarter or next.

(Mind that this is all Devil's Advocate, I'm personally leaning towards Cashgrab for now.)
 
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This drops resource gain by a good amount, vein mining is half of glacier mining and we lose the rz harvest
It is true that we'd have about 25R less for next turn, but we do still have a 79% chance of completing the RZ harvesting expansion. Which I agree is not as good as 99%.
We could drop a die from Recruitment Drives and Fusion Power to add an extra onto RZ Harvesting.
Bleh. Not enough wiggle room. Stupid reallocation.
 
We've got a commitment to increase our Food reserve by 20 for this cycle - which projects will let us increase our Food Reserve rather than just our Food supply?
 
It is true that we'd have about 25R less for next turn, but we do still have a 79% chance of completing the RZ harvesting expansion. Which I agree is not as good as 99%.
We could drop a die from Recruitment Drives and Fusion Power to add an extra onto RZ Harvesting.
Bleh. Not enough wiggle room. Stupid reallocation.
The reallocation is why we need to press hard on income this quarter and next, we already leave idle dice and leaving an extra 2 or 3 idle dice next turn (possibly more since harvest has a decent chance to hit 2 phases and if not we can hit the next rz harvest next turn to knock out a 3rd glacier phase for more of an income boost).

So pushing hard on glaciers and harvest this turn not only sets us up to get a good windfall this quarter but also sets us up to continue that next quarter with another harvest and glacier phase thanks to overflow, which might let us fit in a vein mine next quarter.
 
Hm. Could swap the Governor die for a die on Hydrofoils and a die on Havoc mechs. We'll have the Energy for it, and a 42% chance of completion is not terrible.
I'd rather do point defense refits, which the Navy seems to think is more important, if we're gonna do a 10 R/die project for the Navy. We'll fit the hydrofoil yards in later when convenient.

(Also, I don't want to burn through our Energy surplus from the fusion reactors too fast right now. It'll probably be some time in 2059 before we feel really comfy budgeting for the next tranche of fusion reactors)

Hydrofoil and PD- with other mil demands that need to get done we will not be able to dump everything into PD on a given quarter to finish it so, chipping away at it is a good idea so we can finish it up by Q3.
Plus it's the kind of project you slow-walk, because it just leaves you feeling stupid if you waste dice on it when there's so much other to do. We might invest 2-3 dice at once up front and hope it finishes, but we wouldn't want to invest 4-5 dice and be sure it finishes. Not worth it.

Most Interesting!

Re: Cashgrab
We are quite constrained here, and this seems mostly fine.

However, I will strongly caution against trying to rush two phases of Glacier Mining.
There are many uncertainties regarding exactly how Medina and expanded RZ harvesting will change this project.
We need the income, and in the worst case (-5 Logistics on both glacier mines), which we've been told not to expect), as long as the railroad phase completes, we're covered and don't drop into negative Logistics. Finishing off enough to get us back into the positives the turn after that shouldn't be a problem.

We will also be stretching our Logistics by doing this, which may not be a good idea if we are also expanding into vulnerable areas with these expansions. Stretching our military when they don't have the Logistical capacity to cover new mining operations is potentially risky.
We're prioritizing the area around Mecca/Medina/Jeddah, which is under a cease-fire at least temporarily and which is logistically convenient to a huge refinery complex so that we probably won't need to spend -10 Logistics to get both glacier mines.

We could take two dice from the Glacier Mining and one die from the RZ Mining to complete a phase of Vein Mining instead. This only gives a little bit less resources, but without jumping into the unknown. We'll also get some idea of what challenges the Vein Mining might have going forward.
The vein mine phase might not complete in that case, and we're a lot worse off with ~75 R income than with ~100 R when we're so hard up for funding.

I'm slightly antsy about not continuing to get the Arcologies done, but if we are going to rush Glacier Mining, we need the Railway expansion.
We can afford a one-turn pause as long as we mash the Housing button next turn.

So Lore question... After each reallocation, when 70% of the treasure gets reallocated... What happens to it? Does it disappear into the gaping maw of bureaucracy (where they dump >1,000 resources per quarter into paperclips)?
It gets spent on literally everything we don't spend money on, such as ongoing operations of government departments including a lot of very legit stuff. Health care, welfare, actual manufacture of military equipment as opposed to building the factories that build the military's equipment. Probably a variety of grants and subsidies not taken directly out of Treasury's slice of the budget. Education's ongoing operations. Maintenance of existing infrastructure and housing. Paying factory workers. And so on. And so on.

These are obligations we committed to last Plan. So I feel getting them out of the way ASAP is a good idea.
Yeah, what I meant was just to make sure that we don't accidentally go back on our promise to the Militarists regarding dice/Resource spending commitments.

You may recall that when I was drafting plans much like the one being discussed now, I tended to try and shoehorn the Rosyth yard in there.
 
The reallocation is why we need to press hard on income this quarter and next, we already leave idle dice and leaving an extra 2 or 3 idle dice next turn (possibly more since harvest has a decent chance to hit 2 phases and if not we can hit the next rz harvest next turn to knock out a 3rd glacier phase for more of an income boost).

So pushing hard on glaciers and harvest this turn not only sets us up to get a good windfall this quarter but also sets us up to continue that next quarter with another harvest and glacier phase thanks to overflow, which might let us fit in a vein mine next quarter.
I am aware of this. I am investigating the (lack of) options. :p
Next turn should be more interesting.
We're prioritizing the area around Mecca/Medina/Jeddah, which is under a cease-fire at least temporarily and which is logistically convenient to a huge refinery complex so that we probably won't need to spend -10 Logistics to get both glacier mines.
Although we also lose one Logistics finishing Medina.
But anyway. I expect we'll be finishing all three phases of the Rail Network Construction either this year, or shortly after. Would be good to get Logistics up to +10 so we have a buffer.
 
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