[X] Plan Cashgrab

We really do need to go all-in on income resurgence. Especially since our budget's being temporarily buoyed by the resource reserve from last turn's Orbital Cleanup. Next turn that 40R goes away.
 
Hope we get YZ Arcologies next time. It seemed something that would tide the refugees until we finish the BZ Arcologies.
Blue Zone Apartment Complexes is arguably even better for this purpose, because it's housing in Blue Zones (where people want to live). There's some Logistics cost but it's far more manageable than doing duplexes, the previous alternative.
 
Hope we get YZ Arcologies next time. It seemed something that would tide the refugees until we finish the BZ Arcologies.
This is something I support.
They are relatively cheap.
They make it quite clear that GDI is staying in the Green Zones.
If we keep up with pushing back the death crystal, they end up in blue zones.
Less friction from incoming refugees and IF fanatics.

Long term they aren't ideal. But they are a big step up from having people staying in Fortress Towns.
 
[X] Plan Cashgrab

I dislike idiling a mil dice but the core of the plan is enough for my vote.

Blue Zone Apartment Complexes is arguably even better for this purpose, because it's housing in Blue Zones (where people want to live). There's some Logistics cost but it's far more manageable than doing duplexes, the previous alternative.
There is something to filter people through YZ arcologies before sending them deeper into our control. Both from a security standpoint but also from a medical one. Though we are likely to do a mix of both arcologies and the apartments

Edit
[X] Plan Cashgrab with naval pd
 
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Blue Zone Apartment Complexes is arguably even better for this purpose, because it's housing in Blue Zones (where people want to live). There's some Logistics cost but it's far more manageable than doing duplexes, the previous alternative.
YZ Arcologies are still cheaper and what could buy us time to keep BZ Arcologies chugging along. It only costs some dice and resources. The apartments would still have Logistics costs, which is something I'm leery of.
 
Hail Satan and his page of doom.

[X] Plan Trimmed Arcologies

Hail Satan Granger

I am sure the coming 4 year plan being decided on page 666 is not an omen of anything at all and that everything will continue to be normal. :)

Seo, on gaining his new post:

:Hail Science:

Just so I know you are aware these sort of posts are the Edgelord gateway into laughing madness or/and being authoritarian. It's not a slippery slope, but it is a slope and one there are a lot of people that are willing to pull others down.

Now the starting version of my plan for this turn:

Infrastructure +9
Heavy Industry +14
Light and Chemical Industry +9
Agriculture +9
Tiberium +24
Orbital Industry +9
Services +16
Military +11
Bureaucracy +9
+5 to Development Projects
+5 to Technology Working Groups
+5 to Station Building

Last Security Review:
Orbital 1 turn ago 2057 Q4
Heavy Ind 2 turns ago 2057 Q3
Tiberium 3 turns ago 2057 Q2
Bureaucracy 4 turns ago 2057 Q1
Infrastructure 5 turns ago 2055 Q4
Agriculture 5 turns ago 2056 Q4
Military 8 turns ago 2056 Q1
Light/Chem 11 turns ago 2055 Q2
Services 14 turns ago 2054 Q3


[X] Plan Running the Eyewall v. 1.3
Infrastructure 5/5 Dice 70 Resources
-[X] Tidal Power Plants (Phase 3) 154/300 10 Resources per Die, 1 Die = 10 Resources
-[X] Blue Zone Arcologies (Stage 2) 409/650 15 Resources per Die, 4 Dice = 60 Resources
Heavy Industry 1/5 Dice 20 Resources
-[X] Continuous Cycle Fusion Plants 333/350 20 Resources per Die, 1 Die = 20 Resources
Light and Chemical Industry 1/4 Dice 15 Resources
-[X] Pharmaceutical Synthesis Centers 220/250 15 Resources per Die, 1 Die = 15 Resources
Agriculture 3/3 Dice 30 Resources
-[X] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 Resources
Tiberium 5/5 Dice + 2 Free Die 170 Resources
-[X] Medina Planned City 598/640 20 Resources per Die, 1 Die = 20 Resources
-[X] Red Zone Tiberium Harvesting (Stage 8) 0/130 25 Resources per Die, 2 Die = 50 Resources
-[X] Tiberium Glacier Mining (Stage 8) 29/180 30 resources per Die, 3 Dice = 90 Resources
-[X] Railgun Harvester Development 0/40 10 Resources per Die, 1 Die = 10 Resources
Orbital 3/3 Dice 30 Resources
-[X] Expand Orbital Communications Network (Phase 3) 13/135 15 Resources per Die 10 Resources per Fusion Die, 3 Fusion Dice = 30 Resources
Services 3/4 Dice 30 Resources -10 PS
-[X] Emergency Tiberium Infusion Development 0/120 15 Resources per Die -5 PS per Die, 2 Die = 30 Resources -10 PS
-[X] Security Reviews Services 1 Die
Military 4/4 Dice 50 Resources
-[X] Zone Emergency Medical Evacuation Vehicle Deployment Portland 0/80 10 Resources per Die, 1 Die = 10 Resources
-[X] Railgun Munitions Development 0/60 10 Resources per Die, 1 Die = 10 resources
-[X] Governor Class Cruiser Shipyards Rosyth 155/185 20 Resources per Die, 1 Die = 20 Resources
-[X] Point Defense Refits 15/250 10 Resources per Die, 1 Die = 10 Resources
Bureaucracy 3/3 Dice + 4 Free Dice
-[X] Security Reviews Services 2 Die
-[X] Recruitment Drives 5 Dice

70+20+15+20+170+30+30+50 = 405/405

Alright so here is how my plan works and why I had to sacrifice a lot more Dice opportunity than in the previous version:

- 1 Die on Tidal Power Plants to save resources to be used elsewhere and 4 Dice on Blue Zone Arcologies to get one stage of them done and lessen the strain on housing.
- Only 1 Die each on Continuous Cycle Fusion Plants and Pharmaceutical Synthesis Centers to save on Resources for use elsewhere.
- 3 Dice on Perennial Aquaponic Bays because Stage 3 is one of the Developmentalists goals for this plan and giving them a plan point done as soon as possible will net them gains in the next election and they are one of our main supporters.
- 1 Die to finish Medina, 2 Die to ensure that we will have a Stage of Red Zone Tiberium Harvesting done by next turn, 3 Dice on Tiberium Glacier Mining to finish a Stage this turn and 1 Die on Railgun Harvester Development to get that deployed as soon as possible to have as many of them as we can during the war.
- Expanding Orbital Communication Network because of Logistics and because United Yellow List wants two Phases of it done for it's own gain and they are one of our main supporters (I'm going to start of Philadelphia next turn when we have the resources for building it up).
- Emergency Tiberium Infusion is really important to develop as soon as possible because it will net us Health and more importantly more refugee population gain which will translate into more Labor so the sooner it is deployed the bigger the gains. So we need this yesterday, but I will settle for now. This is also the reason for why I'm ramping up Resource per Turn gain in a more immediate fashion then my previous versions of this plan. We will need to surge the deployment action for this next turn and that means more resources gained.
- 1 Die on one of the Zone Emergency Vehicle deployments, 1 Die on Railgun Munitions Development to compliment the Harvester Development, 1 Die on Rosyth to finish it already and 1 Die on Point Defense Refits to start on it.
- Security Review in Services because it is long overdue and needed before the Emergency Infusion Deployment and 5 Dice on Recruitment Drives to make sure we succeed on them.

Hey @Ithillid is Orbital Cleanup no longer a Fusion Dice action? Because that is what the current description is saying:

[ ] Orbital Cleanup (Stage 8)
With much of the largest and slowest of the debris collected, all that remains is the increasingly small and fast dust and sand remaining in the orbitals. While still significantly problematic, it is unfortunately much less profitable to mine, as there is not enough material left to save launches.
(Progress 13/90: 15 resources per die) (20-25 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (15-20 resources)
(Progress 0/90: 15 resources per die) (10-15 resources)
(Progress 0/90: 15 resources per die) (10-15 resources) (+5 Political Support)
Edit: -[Y] Point Defense Refits 15/250 10 Resources per Turn, 1 Die = 10 Resources, It's Resources per Die now.
 
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[ ] Enhanced Harvest Tiberium Spikes
Developing a model of Tiberium Spike that not only harvests tiberium, but marginally speeds its growth is a quite radical idea. Based on GDI's work with the Tiberium Inhibitor, and experience with the Scrin's Growth Accelerators. However, it would also substantially increase the throughput, but at the risk of spreading Tiberium more quickly.
(Progress 0/180: 20 resources per die) (-10 PS per die

This is interesting. I can understand the political ding though.

[ ] Advanced Electronic Video Assistant Development
With the Edinburgh EVA Research Centre working on improved models of the EVA units common across the Initiative, a potential improved model will increase the efficiency of general systems management, and will likely lead to significant advancements in combat and in the civilian sphere. (Progress 0/60: 20 resources per die

Think I prefer this over jumping head long into AI research.

[ ] Railgun Harvester Development
GDI's harvesters of any model have typically been armed in the years since the Second Tiberium War. The Rapid Fire Railguns of the Steel Talons can be put to good use increasing the firepower that one of these units can deploy, allowing it to better fend off Brotherhood raids while not compromising its primary harvesting mission.
(Progress 0/40: 10 resources per die

It's a mini-MARV.
 
Tiberium and Economic Charts for the Second Four Year Plan.




The Yellow Zone Quarterly and Rolling Average Change does not include the 4.96 transfer to Green Zone in Q2 2057.





Blue ZoneGreen ZoneYellow ZoneRed ZoneHousingLow Quality HousingRefugee HousingEnergyCapacitorsLogisticsCapital GoodsConsumer GoodsFood SupplyFood ReserveYellow Zone WaterHealth SupplyRefugee HealthLaborTiberium ProcessingTiberium Processing Capacity
Q1 205414.4930.0055.510266-2-2142171118801000
Q2 205414.3629.5756.070266-2-2142571069601000
Q3 205414.0229.5356.4502220-2034558710601250
Q4 205414.1029.3356.5720111-1944358010951250
Q1 205514.2528.9356.8220111-2044357811151250
Q2 205514.5828.1557.2720221-2044357311401250
Q3 205514.6527.9957.3620331-2084357311401250
Q4 205514.4527.7757.78100552-1584356711801250
Q1 205614.3228.1857.50110660-774355811901300
Q2 205614.3427.8557.81150883044355511951300
Q3 205614.7927.6657.5515240773054375112551300
Q4 205615.2127.4257.371426252541543523812651420
Q1 205715.6927.5156.8012282525211163523212651480
Q2 205716.044.9622.1356.87122827275312811523113001480
Q3 205716.454.8922.0056.66103027275101786343113001480
Q4 205716.734.6121.8156.85832262618162186742413001600
Q1 2058 END16.814.5322.3156.35634262610212186542613051600
Net Change Second Four Year Plan2.32-0.43-7.690.84634002012421765-24-85425600
Total Net Change-0.544.53-10.316.3238342142142653238674N/A805600
 
Tiberium 5/5 Dice + 2 Free Die 170 Resources
-[X] Medina Planned City 598/640 20 Resources per Die, 1 Die = 20 Resources
-[X] Red Zone Tiberium Harvesting (Stage 8) 0/130 25 Resources per Die, 2 Die = 50 Resources
-[X] Tiberium Glacier Mining (Stage 8) 29/180 30 resources per Die, 3 Dice = 90 Resources
-[X] Railgun Harvester Development 0/40 10 Resources per Die, 1 Die = 10 Resources
Being honest here, Dmol8, I think you're cutting our income really too fine.

[X]Plan Cashgrab
[X]Plan Draft Team Navy
 

The sort of jokes and humor I've quoted there are mildly edgy and shocking. Not something that will run afoul of rules on this site, but is still about superstition and being a disruptive clown.

It's a gateway to laughing madness or/and authoritarianism because this sort of humor intentionally disregards social mores to poke people in their mind's eye. People don't like being poked in the mind's eye for someone else's amusement, but mostly such jokes get an eyeroll from people. The problem is that the logic of the joke is something a lot of people online like to take to extremes and drag other people along to those extremes. Like one of the ways of radicalizing someone (to the right or the left it doesn't actually matter) is to take the logic of those jokes and make a safe space for mocking a perceived opponent with such jokes. This site actually has had cases where such jokes tripped over Rules 2,3 and 4 and earned people points or even bans. Most other sites don't and political recruiters run around sometimes just cracking those jokes to sort of jokes to more and more extremes to see which people they can draw into their site of an Internet Yelling Match.

For me those sort of jokes also trigger PTSD related to neglect in my youth where I was left in front of the TV so my caretaker could keep an eye on me while working in the kitchen because it was a specific time of day and it was always the same flavor of jokes in the cartoons so now I associate that sort of humor with a lot of pain from my childhood.
 
Alright so I actually want to know how many votes went on before I posted my plan. So vote tally:
Adhoc vote count started by Dmol8 on Oct 12, 2021 at 2:05 AM, finished with 66 posts and 18 votes.

  • [X] Plan Cashgrab
    -[X] Rail Network Construction Campaigns (Phase 1) 83/250 4 dice 60R 93%
    -[X] Continuous Cycle Fusion Plant (Phase 1) 333/350 1 die 20R 100%
    -[X] Pharmaceutical Synthesis Centers 220/250 1 die 15R 95%
    -[X] Red Zone Tiberium Harvesting (Stage 8) 0/130 3 dice 75R 99%, (Stage 8+9) 0/260 35%
    -[X] Tiberium Glacier Mining (Stage 8+9) 29/360 5 dice 150R 81%
    -[X] Medina Planned City (Phase 4) 598/640 1 Tib die 20R 99%
    -[X] Expand Orbital Communications Network (Phase 3) 13/135 2 dice 20R 62%
    -[X] Zone Emergency Medical Evacuation Vehicle Deployment (Portland) 0/80 1 die 10R 47%
    -[X] Zone Emergency Medical Evacuation Vehicle Deployment (Sydney) 0/80 1 die 10R 47%
    -[X] Governor Class Cruiser Shipyards (Rosyth) 155/185 1 die 20R 97%
    -[X] Recruitment Drives DC 200 5dice 96%
    [X]Plan Draft Team Navy
    [X] Plan Running the Eyewall v. 1.3
    -[X] Tidal Power Plants (Phase 3) 154/300 10 Resources per Die, 1 Die = 10 Resources
    -[X] Blue Zone Arcologies (Stage 2) 409/650 15 Resources per Die, 4 Dice = 60 Resources
    -[X] Continuous Cycle Fusion Plants 333/350 20 Resources per Die, 1 Die = 20 Resources
    -[X] Pharmaceutical Synthesis Centers 220/250 15 Resources per Die, 1 Die = 15 Resources
    -[X] Perennial Aquaponics Bays (Stage 2) 123/350 10 Resources per Die, 3 Dice = 30 Resources
    -[X] Medina Planned City 598/640 20 Resources per Die, 1 Die = 20 Resources
    -[X] Red Zone Tiberium Harvesting (Stage 8) 0/130 25 Resources per Die, 2 Die = 50 Resources
    -[X] Tiberium Glacier Mining (Stage 8) 29/180 30 resources per Die, 3 Dice = 90 Resources
    -[X] Railgun Harvester Development 0/40 10 Resources per Die, 1 Die = 10 Resources
    -[X] Expand Orbital Communications Network (Phase 3) 13/135 15 Resources per Die 10 Resources per Fusion Die, 3 Fusion Dice = 30 Resources
    -[X] Emergency Tiberium Infusion Development 0/120 15 Resources per Die -5 PS per Die, 2 Die = 30 Resources -10 PS
    -[X] Security Reviews Services 1 Die
    -[X] Zone Emergency Medical Evacuation Vehicle Deployment Portland 0/80 10 Resources per Die, 1 Die = 10 Resources
    -[X] Railgun Munitions Development 0/60 10 Resources per Die, 1 Die = 10 resources
    -[X] Governor Class Cruiser Shipyards Rosyth 155/185 20 Resources per Die, 1 Die = 20 Resources
    -[X] Point Defense Refits 15/250 10 Resources per Die, 1 Die = 10 Resources
    -[X] Security Reviews Services 2 Die
    -[X] Recruitment Drives 5 Dice


Oh! And it seems my plan is finally being counted properly and not looking weird on the vote tally at the same time.
 
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