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:
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.