Is there a list of which Zones corespondent to which areas of earth?

Also pretty crazy that the MARVs cover that much area.
They're (presumably) nuclear powered harvesters the size of Crawler-Transporters, so large they can mount multiple secondary turrets nonfarcically. Any one MARV, like any one nuclear ship, can be said to have a range of 'yes, baring breakdowns, insurmountable terrain and crew comfort.'

(There's a term for how long a crew can remain on deployment without issue--I forget the exact term, but I swear there's a term.)
 
Plan looks good but I would drop the "Orbital Defense Laser Development" for "Study Novel Material" as we could use the better understanding of the STUs for well everything.
If we don't get the lasers this turn, there's no feasible way they get installed on the Philadelphia.

And we need laser mounts on the Philadelphia, or we're inviting a repeat of the decapitation attack that Nod opened Tib War III with in 2047.

ICS I am slow rolling out though to keep the cap goods and energy for mil projects (and energy for the cap good projects) but it is large enough that we want to chip away- and with no logistics expenditures this turn I do not see the need to shift more towards rail and slow ICS further.
Blue Zone Heavy Industrial Sectors is our capital goods source for the war factory refits. We can't afford to do the war factory refits without it, and nothing else in Military that we're likely to do soon costs enough Capital Goods to matter. Meanwhile, Reykjavik Phase 3 pays for the ICS in Capital Goods.

Furthermore, it is a bad idea to plan purely around the Logistics costs we foresee from our own plans. We will be dogpiled by the warlords any month now. When that happens, our logistics network will be placed under severe, unpredictable strains.

First, because we'll be supplying military operations in numerous sectors (including some major increases in the total bulk of supplies that must be moved; shell-firing artillery is hungry in that regard). This will increase demand on our supply chain, as will the predictable acceleration of production in military factories all over the globe (workers running extra shifts, et cetera).

Second, because several Nod warlords will be targeting our supply lines and infrastructure with sabotage, commerce raiding, or other things. What happens to our global logistics totals when Mehretu smuggles a nuke into a major railroad marshalling yard in a key Blue Zone, or when Bintang takes her submarines and goes all Pirate Queen across half the Indian Ocean and southern Pacific?

We need a large Logistics buffer to be confident of prosecuting the war effort at full effectiveness despite Nod interference. +7 is not enough; we need more. If you're expecting immediate attack in 2059Q2 specifically, I recommend investing in railroads or shuttles with all available dice to get more. if you think we have a turn or two, I recommend not slow-walking the ICS. We'll have the Capital Goods and Energy to complete it when we need to, and the +18 Logistics would give us tremendous extra capacity to protect us from the harm Nod does.

Perennial is a final stage so trying to avoid overkill.
Two dice on Perennials is not overkill; it's the minimum required to complete the project. I'd rather leave the third Agriculture die unused than do the stockpile action prematurely, because it eats up extra Food points if done prematurely, and we could otherwise use those Food points for something (e.g. ranching domes).

This is 94%, not 91%. (Need to roll 7 or higher; only fail on a roll of 1 to 6.)
I couldn't find it in your accordion, and I miscalculated slightly in a hurry. I'll amend that.

Agriculture 3/3 Dice 20 R
-[] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)
-[] Extra Large Food Stockpiles (1 Dice, 0 R)
Again, I'd like to lobby against the stockpiling action. Just because it's free, doesn't mean it's a good idea- the same action will become more efficient after we complete the freeze-drying plants.

Page 813. So Kane successfully conned the GDI into initiating Liquid Tiberium Explosion - and Scrin came to check up on it. Questions:

How long did it take them to arrive (in quest and in the game)? Why did they arrive so fast/why did it take them this long to arrive? After all it's been almost a decade since, and their fleet definitely arrived within only a couple years. So what gives?
They had FTL portals to get here quickly. But then they encountered locals who were crudely using tiberium to produce masses of primitive military hardware and freaked the fuck out and blew up their mining expedition, when they expected to encounter locals who were on the brink of extinction (think "a few million Forgotten worldwide, clinging to life in crude shelters, tops").

The Scrin, after losing their mining expedition, apparently decided that they'd been trolled into coming with the premature liquid tiberium explosion and just didn't want to come over.

Continues on Page 826 and beyond. You know what?? In consideration of the fact that Orbital technology can provide us with Housing, with Processing Capacity, with Resources per Turn... In consideration of the fact that barring TCN or Tiberium Adaptation, both pie-in-the-sky projects, the most realistic project for human preservation from the viewpoint of the in-quest characters... I am considering advocating aggressively, consistently, expanding our Orbital Dice pool at all available opportunities (like the recruitments immediately after the reallocations).
We've been doing that. How do you think we went from three Orbital dice last Plan to five going on six this Plan? :p

...

Also...

Like Q2 2059 and Q3 2059 are both GDSS Philadelphia II, Q4 2059 seems like a Colombia Phase 3 quarter, Q1 2060 and Q2 2060 are Karachi Planned City... But are there any other similarly involved projects?

The Karachi Sprint doesn't really require Free dice, necessarily. It just requires us to throw just about all our Infrastructure/Tiberium dice at the project. With Philadelphia Phase 5 complete, that's 6+7 = 13 dice per turn, which is enough to get a LOT done in two turns of aggressive spending.

Props to @uju32 for thinking of this.

[ ] Wartime Factory Refits (Phase 3) (Updated)
A third phase of refits begins to allocate resources towards rationalizing and standardizing the massed bulk of GDI's equipment. Units like the Predator, Guardian, and other hardware that GDI is using in large quantities but is also beginning to look towards replacing.
(Progress 3/100: 20 resources per die) (-4 Capital Goods) (+1 Energy)
(Progress 0/100: 20 resources per die) (-4 Capital Goods) (+1 Energy) (+1d2 Military Dice)

I'm not as involved in the math and resources part of the quest but, if I understand this correctly, we would get 2 Energy and up to 2 extra military dice for 8 Capital Goods and 200 progress.

By my understanding dice are a big deal, especially military dice with a war brewing.

Would this be worth pursuing or are the Capital Goods and resources too scarce at the moment?
We are specifically cooking a whole Heavy Industry project for the sole purpose of getting ready to do this.

We were planning to do this with the Capital Goods rewards of North Boston Phase 4 in the later part of the previous Four Year Plan, but then we got the option to build the tiberium stabilizer satellite constellation, and that was too good an opportunity to pass up, so the Capital Goods earmarked for the later stages of the war factory refits got used for that instead.

Would you consider switching a die from Myomers to T-Glass? 1 die is likely to be enough at 73%, and while it means less progress on Phase 4 I expect we're not going to do that Phase until after T-Glass is done. Plus it saves 5R.
Bargained well, and done.

The things I'm aware of that will/are likely to get heavy free dice pushes are Philadelphia II, Karachi, Enterprise, OSRCT, and Nuuk. Maybe Colombia if it is green lit.

From what I am aware the timeline for free dice seems to be:
Q2 2059- Philadelphia II Phase 5
Q3 2059- Philadelphia II Phase 5
Q4 2059- Debatable, either Colombia Phase 1-3, a general spread, or Enterprise Phase 4
Q1 2060- Karachi
Q2 2060- Karachi
Q3 2060- Depends on what we've completed, if we have the spare energy Nuuk, otherwise OSRCT or Enterprise
Q4 2060 and beyond much the same as Q3 2060, it depends. We currently have a plan of action to get Philadelphia II complete asap for its massive bonuses followed by Karachi as we need to do it and the logistics it provides are a nice side benefit for hardening our economy.
I'm not expecting Karachi to eat many Free dice. I'm expecting the military to average at least a few Free dice per turn for the rest of the plan. I'm expecting Orbital to use 2-3 Free dice per turn for the rest of the plan because it legit needs them.

Heavy Industry and Infrastructure might get Free dice expenditure depending on how things shake out.

I like to keep going with Reykjavik Myomer Macrospinner to phase 4 as we will be able to build a pair of zone armor factories from the capital goods. once it done with a discount from having a lvl 4 marcospinner.
I'm not saying we shouldn't...

But I think we should do at least T-Glass Foundries Stage 1 first. That is a really useful material, and we could use the +RpT.

It's hard to beat burning hydrocarbons for power density and reliability. Nuclear power has a massive energy density but it's difficult to actually tap that in a vehicle-size package, and pure electrical vehicles need batteries that are basically magic to be competitive.

Then again, lithium-graphene and lithium-asphalt batteries are, in fact, basically magic.
Also, with tiberium, we can get near-arbitrary quantities of whatever rare minerals we need, so it's a lot easier to source what's required for battery power.

Oh because we are able to produce said STUs in our Advanced Tib refineries and they are critical in T-Glass and Grav-Plates. We don't know what all we can do with this stuff other than what we learn from Scrin tech and that is with a far from perfect understanding of this material. So we need to research this if we are to get high level Scrin tech or even (likely) the TCN.
If the transuranics we discovered on Mars were identical to the stuff we already produce in our tiberium refineries (to make T-glass, which we now know how to make, and grav plates, which we now know how to make...)

Why is studying the samples from Mars essential? Either they're novel transuranics, or they're the same ones we already know about.

If they're the ones we already know about, then they aren't special and we don't need them urgently because we have production of the known transuranics on Earth, enough to fill all of our immediately foreseeable supply requirements, and because starting mining of the known transuranics on Mars would be a major long term project. So studying the Martian samples doesn't accelerate any current project.

If the transuranics from Mars are truly novel, that is to say unknown, then researching them is important, but not likely to contribute to any current project because we won't have large enough samples to integrate into applications, even if we figure out what to do with the mystery substance immediately.

Either way, your prediction that studying the Martian transuranics will have an immediate benefit seems unlikely to me. More realistically, either it will unlock a series of research projects ("here is what you do with the novel transuranics from Mars"), or it will give us a specific reason to get our asses to Mars and start mining known transuranics that we would otherwise feel compelled to refine from tiberium here on Earth.

Your grasp of science is lacking.
You're right that I made a mistake, but if you ever want me to listen to you again, then I would like an apology for your tone here. Because I'm insulted.

I have a master's degree in a scientific field, but I am not a perfect man and sometimes have a lapse of memory or thought.

Does that equate to "your grasp of science is lacking" in your mind?

I wouldn't talk to you like that without great provocation. I don't appreciate you talking to me like that.
 
It may well be more cost-effective to produce things like long-chain hydrocarbons or benzene from tarberries than from a purely artificial synthetic process.
Im skeptical.

Your grasp of science is lacking.
Tarberries draw CO2 out of the air to produce the entire plant, tarberry fruits included.
Directly, sure.

But between the farm machines, the fertilizer and water requirements?
I think Simon might be right to suspect that it would be a net CO2 emitter.
If thats what he meant of course.
 
Tarberries are to Energy production what spider cotton is to Capital Goods- it's a way to get something, but not much. Also, it's probably bad for the environment. With tiberium overrunning much of the world's land surface, keeping the atmosphere oxygenated is a real concern, and we don't want to be deliberately releasing more CO2 than we have to.

I'm more interested in tarberries as a way to produce feedstock for industrial chemical processes and plastic production.
Hazard's gaff aside, we get most of our oxygen from marine phytoplankton, most of which lives close to the surface.

That said, the wholesale collapse of the wider marine ecology has probably not done that any favors.
 
Hazard's gaff aside, we get most of our oxygen from marine phytoplankton, most of which lives close to the surface.

That said, the wholesale collapse of the wider marine ecology has probably not done that any favors.
You're right that we do, but suffice to say that I'm hesitant to advocate for large scale increases in burning of carbon-based fuels if there are other, more or less equally good ways to do the same things.

Such as growing tarberries to burn fuel for energy production, when we have fusion reactors. Or such as growing tarberries to fuel vehicles that we could otherwise power using batteries charged up from a fusion reactor.
 
[ ] Plan Bureaucratic Havoc, Shuttles Edition
Infrastructure (5 dice)
-[ ] Blue Zone Apartment Complexes (Phase 2), 1 die (10 Resources)
-[ ] Suborbital Shuttle Service (Phase 1), 3 dice (90 Resources)
Heavy Industry (4 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[ ] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[ ] T-Glass Foundries (Stage 1), 2 dice (30 Resources)
Agriculture (3 dice)
-[ ] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[ ] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[ ] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[ ] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[ ] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[ ] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[ ] Orca Refit Deployment, 2 dice (30 Resources)
-[ ] Aurora Strike Bomber Development, 1 die (15 Resources)
-[ ] Shell Plants (Phase 4), 3 dice (30 Resources)
-[ ] Ablat Plating Deployment (Stage 4), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[ ] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[ ] Administrative Assistance (Military), 2 dice

Resources Available: 760
Resources Spent: 755
Resources Remaining: 5

[X] Plan Bureaucratic Havoc, ICS Edition
Infrastructure (5 dice)
-[X] Blue Zone Apartment Complexes (Phase 2), 1 die (10 Resources)
-[X] Integrated Cargo System, 4 dice (60 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[X] T-Glass Foundries (Stage 1), 3 dice (45 Resources)
Agriculture (3 dice)
-[X] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[X] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[X] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[X] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[X] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[X] Orca Refit Deployment, 2 dice (30 Resources)
-[X] Aurora Strike Bomber Development, 1 die (15 Resources)
-[X] Orbital Defense Laser Development, 1 die (20 Resources)
-[X] Shell Plants (Phase 4), 3 dice (30 Resources)
-[X] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[X] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice

Resources Available: 760
Resources Spent: 760
Resources Remaining: 0

Turned an ICS die into an Apartment die, and used the resources that freed up to upgrade the last Ablat die into an Orbital Laser Dev die.
 
[X] Plan Philadelphia Sprint

Infrastructure 5/5 Dice 75 R
-[X] Integrated Cargo System 0/800 (5 Dice, 75 R) (0% chance, 5/10.25 median)

Heavy Industry 4/4 Dice 90 R
-[X] Continuous Cycle Fusion Plant (Phase 3) 199/300 (2 Diсe, 40 R) (92% chance)
-[X] Blue Zone Heavy Industrial Sectors 146/550 (2 dice, 50 R) (0% chance, 2/5 median )

Light and Chemical Industry 4/4 Dice 70 R
-[X] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (2 Dice, 40 R) (99% chance)
-[X] T-Glass Foundries (Stage 1) 0/350 (1 Dice, 20 R) (0% chance)
-[X] Civilian Glider Development 0/40 (1 Diсe, 10 R) (98% chance)

Agriculture 2/3 Dice 20 R
-[X] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Dice, 20 R) (20% chance)

Tiberium 6/6 Dice 115 R
-[X] Red Zone Tiberium Harvesting (Stage 12) 29/130 (1 dice, 25 R) (45% chance)
-[X] Tiberium Processing Refits (Phase 2) 20/100 (1 Diсe, 10 R) (66% chance)
-[X] Offshore Tiberium Harvester Stations 148/200 (1 Diсe, 20 R, -5 PS) (94% chance)
-[X] RZ-7S MARV Fleet 0/210 (3 Dice, 60 R) (see Military)

Orbital 5/5 Dice + 7 Free Dice 240 R
-[X] GDSS Philadelphia II (Phase 5) 474/1425 (12 dice, 240 R) (26% chance)

Services 3/4 Dice 60 R
-[X] Tissue Replacement Therapy Development 42/60 (1 Diсe, 20 R) (100% chance)
-[X] Advanced Electronic Video Assistant Development 33/60 (1 Diсe, 20 R) (100% chance)
-[X] Early Prototype General Artificial Intelligence Development 66/120 (1 Diсe, 20 R) (89% chance)

Military 6/6 Dice 90 R
-[X] Shell Plants (Phase 4) 128/300 (2 Dice, 20 R) (34% chance)
-[X] Havoc Scout Deployment Brest 77/110 (1 Die, 10 R) (100% chance)
-[X] RZ-7S MARV Fleet 0/210 (2 Dice, 40 R) (3 Tib dice. Completes; 35% chance for next fleet.)
-[X] Reclamator Hub 6a (Savannah), 84/105 (1 Diсe, 20 R) (100% chance)

Bureaucracy 3/3 Dice
-[X] Rationalize Yellow Zones (New) (3 Dice) (99% chance)
 
You're right that I made a mistake, but if you ever want me to listen to you again, then I would like an apology for your tone here. Because I'm insulted.

I have a master's degree in a scientific field, but I am not a perfect man and sometimes have a lapse of memory or thought.

Does that equate to "your grasp of science is lacking" in your mind?

I wouldn't talk to you like that without great provocation. I don't appreciate you talking to me like that.

Apologies, tone is hard in a text medium. It was not meant to be condescending or insulting, I was rather surprised that you, who generally does have a good grasp of the body of knowledge behind what you write about, made such an error.

Also, if I am mistaken about something I want people to tell me I am mistaken and in what manner, even if they are rude about how they inform me. But I suppose I am somewhat unusual in that regard.

Directly, sure.

But between the farm machines, the fertilizer and water requirements?
I think Simon might be right to suspect that it would be a net CO2 emitter.
If thats what he meant of course.

GDI runs on a fission/fusion/renewables energy economy, not fossil fuels. Only the farm vehicles might be using carbon fuels as a power source.

The reason for this is that between tiberium closing access to many fossil fuel sources and all accessible fossil fuel sources either drained or nearly drained along with the ever thirsting engines of war drawing as much fuel in towards machines that can't afford to be stood down for hours on end trying to charge their batteries instead of pouring in some chemicals in a couple of minutes and be ready to go again, there's just not a lot of chemical fuel available for the civilian economy.

As such, it is very unlikely that tarberry production is a net CO2 emitter.
 
[X] Plan The Something Something Strikes Back
Infrastructure 5/5 75R
-[X] Integrated Cargo System 5 dice 75R 0%
(progress 0/800: 15 resources per die) (+18 Logistics, -2 Labor, -2 Energy, -2 Capital Goods)
Heavy Industry 4/4 95R
-[X] Continuous Cycle Fusion Plants (Phase 3) 1 die 20R 37%
(Progress 199/300: 20 resources per Die) (+16 Energy)
-[X] Blue Zone Heavy Industrial Sectors 3 dice 75R %
(Progress 146/500: 25 resources per die) (+8 Capital Goods, -4 Labor, -8 Energy)
Light and Chemical Industry 4/4 70R
-[X] Reykjavik Myomer Macrospinner (phase 3) 2 dice 40R 99%
(Progress 260/320: 20 resources per die) (+2 Capital Goods, +1 Energy)
-[X] T-Glass Foundries (Stage 1) 2 dice 30R 0%
(Progress 0/350: 15 resources per die) (-1 STUs, -2 Energy) (additional income trickle [15 Resources])
Agriculture 2/3 20R
-[X] Perennial Aquaponics Bays (Stage 3) 2 dice 20R 20%
(Progress 163/350: 10 resources per die) (+4 Food over 16 turns, +16 Consumer Goods over 16 turns) (+10 Political Support)
Tiberium 6/6 40R
-[X] Tiberium Processing Refits (Phase 2) 1 die 20R 66%
(Progress 20/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[X] Offshore Tiberium Harvester Stations 1 die 20R 94%
(Progress 148/200: 20 resources per die) (-5 PS per die) (+20-30 resources per turn)
Orbital 5/5 160R
-[X] GDSS Philadelphia II (Phase 5) 5 dice + 3 free dice 160R %
(Progress 474/1425: 20 resources per die) (+4 to all dice, +1 die to each category) (15 Political Support)
Services 4/4 70R
-[X] Tissue Replacement Therapy Development 1 die 20R 100%
(Progress 42/60: 20 resources per die)
-[X] Domestic Animal Programs 1 die 10R 0%
(Progress 0/200: 10 resources per die) (-3 Food, +2 Consumer Goods) (10 Political Support)
-[X] Advanced Electronic Video Assistant Development 1 die 20R 100%
(Progress 33/60: 20 resources per die)
-[X] Early Prototype General Artificial Intelligence Development 1 die 20R 100%
(Progress 66/120: 20 resources per die) (-10 PS)
Military 6/6 230R
-[X] Reclamator Hubs
(20 resources per die) (Tiberium dice can be used, each project requires at least two military dice before Tib dice can be used)
--[X] Reclamator Hub Yellow Zone 6a 1 die 20 100%
(Progress 84/125) (Savannah)
-[X] Reclamator Fleet RZ-7 South
--[X] Super MARVs 2 dice + 4 Tiberium dice 120R 99%
(progress 0/210: 20 resources per die) (3 Points Red Zone Mitigation, 25 RpT)
-[X] Orca Refit Deployment 1 die 15R 0%
(Progress 0/200: 15 resources per die) (Very High Priority) (-1 Capital Goods)
-[X] Aurora Strike Bomber Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[X] Shell Plants (Phase 4) 1 die + 2 free dice 30R 98%
(Progress 128/300: 10 resources per die) (-2 Energy) (High Priority)
-[X] Havoc Scout Mech Deployment
--[X] Brest 1 free die 10R 100%
(Progress 77/110: 10 resources per die) (-2 Energy)
--[X] Seoul 1 free die 10R 100%
(Progress 92/110: 10 resources per die) (-2 Energy)
Bureaucracy 3/3
-[X] Rationalize Yellow Zones 3 dice 99%
(DC 50/70/90)
Free Dice 7/7
Resources Income 760/760 Reserve 0/0
 
So. Finally time to vote.

This plan uses 760/760 Resources and all seven Free dice.

Important projects that are cornerstones of the Plan, or otherwise important and noteworthy beyond the norm or potentially controversial, are bold-faced.

Projects Scheduled to Complete in 2059Q2:

- Wadmalaw Kudzu Development (Plan commitment, caffeine)
- Liquid-T Power Cells (Lets us build tiberium power plants IF we want to. We may not.)
- Offshore Tiberium Harvesting (20-25 RpT, hopefully chains into further phases)
- Tissue Regeneration Development (SCIENCE!)
- Advanced EVA Development (SCIENCE!)
- Shell Plants (Phase 4) (Plan commitment, -- Energy, ++++ Noddies Go Boom)
- Aurora Bomber Development (step towards Krukov's Factories Go Boom)
- Orbital Laser Development (so we can put lasers on the Philadelphia)
- Havoc Factory (Brest) (Promise to Gen. Jackson, ++ Noddies Get Stomped On By Murderbots)
- Yellow Zone Rationalization (results ???)
- RZ-7S MARV Fleet (Mobile Bay) (+25 RpT, +3 RZ mitigation, +++ MARVs bullying Giddyboy)
- Reclamator Hub YZ-6a (Savannah) (94% chance)

Projects Scheduled to Complete in 2059Q2 or Q3:
- Reykjavik Phase 3 (73% chance, +2 CapGoods to pay for ICS, +1 Energy)
- CC Fusion Plants Phase 3 (37% chance this turn, +16 Energy)
- Perennials Stage 3 (Plan commitment, 20% chance this turn)
- YZ-6a MARV Fleet (78% chance this turn, +15 RpT, +3 YZ mitigation, ++++ MARVs bullying Giddyboy)

Projects Scheduled to Complete in 2059Q3:
- Integrated Cargo System (+18 Logistics, -2 Energy, -2 CapGoods)
- Blue Zone Heavy Industrial Sectors (provides CapGoods for war factory refits)
- T-Glass Foundries Stage 1 (-1 STUs, -2 Energy, +15 RpT)
- Philadelphia Phase 5 (nine dice now, ? dice later, +4 on all dice, +1 die per category)



[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea

Infrastructure 5/5 Dice 75 R
-[X] Integrated Cargo System 0/800 (5 Dice, 75 R) (5/10.25 median)

Heavy Industry 4/4 Dice 95 R
-[X] Continuous Cycle Fusion Plant (Phase 3) 199/300 (1 Die, 20 R) (37% chance)
-[X] Blue Zone Heavy Industrial Sectors 146/500 (3 Dice, 75 R) (0.4% chance, 3/5 median)

Light and Chemical Industry 4/4 Dice 65 R
-[X] Reykjavik Myomer Macrospinner (Phase 3) 260/320 (1 Die, 20 R) (73% chance)
-[X] T-Glass Foundries (Stage 1) 0/350 (3 Dice, 45R) (3/5 median)

Agriculture 3/3 Dice 40 R
-[X] Perennial Aquaponics Bays (Stage 3) 163/350 (2 Die, 20 R) (20% chance)
-[X] Wadmalaw Kudzu Development 0/40 (1 Die, 20R) (98% chance)

Tiberium 6/6 Dice 130 R
-[X] Liquid Tiberium Power Cell Development 0/50 (1 Die, 30 R) (100% chance)
-[X] Offshore Tiberium Harvester Stations 148/200 (1 Die, 20 R, -5 PS) (94% chance)
-[X] RZ-7S + YZ-6a MARV Fleet (Mobile Bay + Savannah) 0/210 (4 Dice, 80 R) (see Military)

Orbital 5/5 Dice + 4 Free Dice 180 R
-[X] GDSS Philadelphia II (Phase 5) 474/1425 (9 dice, 180 R) (9/13 median)

Services 2/4 Dice 40 R
-[X] Tissue Replacement Therapy Development 42/60 (1 Die, 20 R) (100% chance)
-[X] Advanced Electronic Video Assistant Development 33/60 (1 Die, 20 R) (100% chance)

Military 6/6 Dice + 3 Free Dice 110 R
-[X] Shell Plants (Phase 4) 128/300 (3 Dice, 30 R) (84% chance)
-[X] Orbital Defense Laser Development 0/40 (1 Die, 20R) (100% chance)
-[X] Aurora Strike Bomber Development 0/40 (1 Die, 15R) (100% chance)
-[X] Havoc Scout Deployment (Brest) 77/110 (1 Die, 10 R) (100% chance)
-[X] RZ-7S + YZ-6a MARV Fleet (Mobile Bay + Savannah) 0/210 (2 Dice, 40 R) (4 Tib dice. Completes; 78% chance for next fleet.)
-[X] Reclamator Hub YZ-6a (Savannah), 84/125 (1 Die, 20 R) (94% chance)

Bureaucracy 3/3 Dice
-[X] Rationalize Yellow Zones (New) (99% chance of hitting DC 90)
 
Beyond that, Cherdenko's intelligence has led to the Aurora bomber being increased in priority, although the Air Force believes that the intelligence is aging fast, and unless action is taken immediately it will unfortunately pass.
Best time to get auroras was two turns ago. Second best time is now.

[X] Plan Bureaucratic Havoc, ICS Edition
[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea
[X] Plan The Something Something Strikes Back
 
[X] Plan Aurora, Logistics and Growing
Infra 5/5 75R +27
-[X] Rail Network Construction Campaigns (Phase 2) 15/275 3 dice 45R 41%
-[X] Integrated Cargo System 0/800 2 dice 30R 0%
HI 4/4 95R +22
-[X] Continuous Cycle Fusion Plant (Phase 3) 199/300 1 dice 20R 37%
-[X] Blue Zone Heavy Industrial Sectors 146/500 3 dice 75R 0%
LCI 4/4 65R +17
-[X] Reykjavik Myomer Macrospinner (Phase 3) 260/320 1 dice 20R 73%
-[X] T-Glass Foundries (Stage 1) 0/350 3 dice 45R 0%
Agri 3/3 30R +17
-[X] Perennial Aquaponics Bays (Stage 3) 163/350 3 dice 30R 72%
Tiberium 6/6 120R +30
-[X] Super MARV 4 dice 80R
-[X] Tiberium Processing Refits (Phase 1) (New) 20/100 1 die 20R 65%
-[X] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
Orbital 5/5+3 free 160R +17
-[X] GDSS Philadelphia II (Phase 5) 474/1425 8 dice 160R 0%
Services 4/4 60R +22
-[X] Tissue Replacement Therapy Development 42/60 1 die 20R 100%
-[X] Domestic Animal Programs 0/200 2 dice 20R 18%
-[X] Advanced Electronic Video Assistant Development 33/60 1 die 20R 100%
Military 6/6+4 150R +19
-[X] Reclaimator Hub Yellow Zone 6a 84/125 1 die 20R 94%
-[X] Super MARVsx2 0/210(420) 2 Mil dice+4 tib dice 40R 78%
-[X] Aurora Strike Bomber Development 0/40 1 die 15R 100%
-[X] Orbital Defense Laser Development 0/40 1 die 20R 100%
-[X] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%
-[X] Shell Plants (Phase 4) 128/300 3 dice 30R 84%
-[X] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
Bureau 3/3 +17
-[X] Rationalize Yellow Zones 3 dice 99%
Free 7/7
3 orbital, 4 mil
0 Idle dice

755/760


Pushing Philly, Military deployments with a push to finish 2 marvs for income and mitigation and securing NA glaciers (uses more tib dice than mil).

[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea
 
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VOTE
[X] Plan Bureaucratic Havoc, ICS Edition
[X] Plan Bureaucratic Havoc, Shuttles Edition

Orcas Refit deployment. Shells deployment. Ablat deployment.
And 4 Tib dice on MARVs.
I'll take it.
 
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Also, if I am mistaken about something I want people to tell me I am mistaken and in what manner, even if they are rude about how they inform me. But I suppose I am somewhat unusual in that regard.
I want to be told I'm mistaken, but I still have certain expectations of basic politeness. These are he same expectations I try to live up to myself, when informing others that I think they've made a mistake. I think you deserve to have these expectations too, so I would try to live up to them when talking to you.

...

One component of basic politeness is to abstain from alleging that others possess permanent negative personal traits that would otherwise imply that those others deserve disrespect or denigration.

It's the difference between saying "Fred, you're making a serious mistake here" and "Fred, you must be reckless or stupid, see the mistake you're making here."

Telling Fred he made a mistake is not an insult. Telling Fred he's reckless or stupid because he made a mistake obviously is an insult.

Now, telling me "my grasp of science is lacking" isn't the same level of obvious extreme provocation as calling me stupid in so many words would be. But I'm sure you can, if you think about it from the other man's point of view, see the similarity.

With that said, I accept your apology and I bear you no ill will.

Best time to get auroras was two turns ago. Second best time is now.
Thank you for approval-voting my plan with its Auroras.
 
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[X] Plan: Shells are the way
Infrastructure (5 dice)
-[X] Blue Zone Apartment Complexes (Phase 2), 1 die (10 Resources)
-[X] Integrated Cargo System, 4 dice (60 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 2 dice (40 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 2 dice (50 Resources)
Light and Chemical Industry (4 dice)
-[X] Reykjavik Myomer Macrospinner (Phase 3), 1 die (20 Resources)
-[X] T-Glass Foundries (Stage 1), 3 dice (45 Resources)
Agriculture (3 dice)
-[X] Strategic Food Stockpile Construction (Phase 1), 3 dice (30 Resources)
Tiberium (6 dice)
-[X] Tiberium Processing Refits (Phase 2), 1 die (20 Resources)
-[X] Offshore Tiberium Harvester Stations, 1 die (20 Resources)
-[X] Reclamator S-MARV Fleet Red Zone 7 South, 4 dice (80 Resources)
Orbital (5 dice +2 Free)
-[X] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[X] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[X] Domestic Animal Programs, 1 die (10 Resources)
-[X] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +5 Free + 1 Administrative Assistance)
-[X] Reclamator S-MARV Fleet Red Zone 7 South, 2 dice (40 Resources)
-[X] Reclamator Hub Yellow Zone (YZ-6B), 1 die (20 Resources)
-[X] Orca Refit Deployment, 2 dice (30 Resources)
-[X] Shell Plants (Phase 4), 5 dice (50 Resources)
-[X] Havoc Scout Deployment (Brest), 1 die (10 Resources)
-[X] Havoc Scout Deployment (Seoul), 1 Administrative Assistance die (10 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice

this is the same as Chimeraguard plan just moving all the development die to shells
 
[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea
[X] Plan The Something Something Strikes Back
[X] Plan Bureaucratic Havoc, ICS Edition

Did no 6+ dice ICS plan make it this far? Darn.

Ah well.
 
[X] Plan Philly, Auroras, Lasers, Liquid T, and Kudzu Tea

Posting and approval voting this plan for @sunrise. Sunrise, please re-post your plan when you're next available.

[] Plan Philadelphia and Reykjavik
Infrastructure 5/5 Dice 75 Resources
-[] Integrated Cargo System 0/800 5 Dice 75R
Heavy Industry 4/4 Dice 95 Resources
-[] Continuous Cycle Fusion Plants (Phase 3) 199/300 1 die 20R
-[] Blue Zone Heavy Industrial Sectors 146/500 3 Dice 75R
Light and Chemical Industry 4/4 Dice 80 Resources
-[] Reykjavik Myomer Macrospinner 260/320 4 Dice 80R
Agriculture 3/3 Dice 40 Resources
-[] Perennial Aquaponics Bays (Stage 3) 163/350 2 dice 20R 20%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 97%
Tiberium 6/6 Dice 130 Resources -5 PS
-[] Red Zone Containment Lines (Stage 6) 54/200 1 die 25R
-[] Offshore Tiberium Harvester Stations 148/200 1 die 20R 5PS 94%
-[] Super MARVs x2 0/420 2 Mil 4 Tib dice 60R 78%
Orbital 5/5 Dice + 5 Free Dice 200 Resources
-[] GDSS Philadelphia II (Phase 5) 474/1425 10 Dice 200R
Services 0/4 Dice 0 Resources
Military 6/6 Dice + 2 Free Dice 135 Resources:
-[] Reclamator Fleet Red Zone 7-South Super MARVs 0/210 2 Dice 40R
-[] Reclaimator Hub YZ-6a (Savannah) 84/125 1 die 20R 94%
-[] Shell Plants (Phase 4) 128/300 2 dice + Administrative Assistance 20R 84%
-[] Orca Refit Deployment 0/200 2 dice 30R 14%
-[] Havoc Scout Mech Deployment Brest 77/110 1 die 10R 100%
-[] Universal Rocket Launch System Deployment (Phase 2) 105/200 1 die 15R 40%
Bureaucracy 3/3 Dice:
-[] Administrative Assistance (New)
755/‌760
 
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[X] Plan The Something Something Strikes Back

@Ithillid would research into "Study Novel Material" help our Scrin tech, also is the material the same as our STUs that we are producing in our advanced Tib refineries?

//Edit:
[X] Plan Fusion-Powered Industry
 
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Missed the discussion period, damn. Not that there's a whole lot I have to say, everyone seems basically on the same page and just squabbling over minutiae.

I do want to speak up in defense of the tarberries though, I think their primary utility is being able to synthesize fossil fuels out of free solar energy rather than having to spend grid power on operating energy-intensive chemical plants. Since they're explicitly not for human consumption, we can just grow them outside in greenhouses/open fields instead of sealed environments. Micro-Tiberium infestation isn't a big deal when you're going to be mashing the berries up to extract all their gasoline or whatever anyways, just put the pulp through a sonic blaster as part of the processing. It won't be crazy efficient, it's energy from Agriculture dice, but being able to get some tank juice out of solar energy rather than grid power should add up to significant power savings if we do enough. Something to seriously consider after the perennials, kudzu, and stockpiling targets are done IMO.
 
As far as the tarberries go...

The environment is currently utterly screwed. The projects to eventually fix that are massive beyond belief. Who cares about a bit more co2.

If we need energy or whatever I'd hope we would be willing to pollute as much as we have to to win and even have a chance to fix things later instead of just losing the whole planet.

If tarberries can extract stuff from the environment and concentrate into a usable fuel somehow that's better than coal mines. We should do it.
 
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Did no 6+ dice ICS plan make it this far? Darn.

Ah well.
(EDIT: The following is true with a plan like mine, with a plan like 'Bureaucratic Havoc,' not so much, because it will force us to spend Free dice in Q3 to be reasonably sure of finishing the Philadelphia)

With a plan like mine, we'll be in a better position to rush-spend Free dice in 2059Q3, if that's what we need. Median completion requirement for the ICS is barely ten dice these days, so if we're lucky we can scrape by with 1-2 Free dice in Q3. By contrast, this turn we need a lot of Free dice to push the Philadelphia into completion range of Phase 5 by Q3, and it's sucking a lot of the oxygen out of the room.

Of course, if we roll poorly this turn, it may be infeasible to finish the ICS 'on schedule' in 2059Q3. Which would be a pity, and I'm hoping we can avoid it, but it's very hard to do that and be assured of getting the Philadelphia done on time AND meet a reasonable fraction of our military commitments under the circumstances.

I would have objected to your funding Auroras and not funding Orca deployments.
But there's no point.

Liquid Tiberium is a hard no from me.
Sorry.
I was aware of this when I wrote the plan, and never expected to earn your vote. Sorry.

I will note, if it makes you feel better, that I am personally ambiguous about the idea of ever actually building even a single phase of liquid tiberium power plant, ever, anywhere.

However, I do want us to at least know what the plants would be capable of, and what it would take to build them. If we are ever desperate enough, I want us to have that "desperate measures" option. Even though I would be happier if we never have to take said option.
 
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