Not sure what that admin die is even supposed to help that much for the OSRCT; it's a tiny little 1.36% likely to finish that way.
In fairness to Mass Military... It may not finish, but it's quite likely to contribute. It's the difference between the median result on OSRCT being roughly 75/200 and being roughly 125/200. Very little chance of finishing the project either way, but much higher chance to complete it next turn with two dice, and/or to get halfway into the next phase with more than two dice. This is a project we're planning for the long haul because we have something like 900+ Progress to go on it and ten turns to work, so every little bit does help.

Even if in this case, I'd rather use the AA die to finish the MARVs so we can use the MARV income to fund more OSRCT work later. As you say.
 
[X] Plan Mass Military and Martians and a MARV
Infrastructure (5 dice)
-[X] Integrated Cargo System, 5 dice (75 Resources)
Heavy Industry (4 dice)
-[X] Continuous Cycle Fusion Plants (Phase 3), 1 die (20 Resources)
-[X] Blue Zone Heavy Industrial Sectors, 3 dice (75 Resources)
Light and Chemical Industry (4 dice)
-[X] T-Glass Foundries (Stage 1), 4 dice (60 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 (Phase 2), 4 dice (80 Resources)
-[X] Liquid Tiberium Power Cell Deployment (Phase 1) (New), 1 die (20 Resources)
Orbital (5 dice)
-[X] GDSS Philadelphia II (Phase 5), 4 dice (80 Resources)
-[X] Study Novel Material, 1 die (20 Resources)
Services (4 dice)
-[X] Prosthetics Deployment Initiatives (Phase 3), 3 dice (45 Resources)
-[X] Early Prototype General Artificial Intelligence Development, 1 die (20 Resources)
Military (6 dice +7 Free + 1 Administrative Assistance)
-[X] Wartime Factory Refits (Phase 3), 3 dice (60 Resources)
-[X] MARV Fleet YZ-6a (Savannah), 1 Administrative Assistance die (20 Resources)
-[X] Long Range Sensor System Deployment (Phase 2), 2 dice (50 Resources)
-[X] Orca Refit Deployment, 3 dice (45 Resources)
-[X] Aurora Strike Bomber Factory (Oslo), 2 dice (30 Resources)
-[X] Aurora Strike Bomber Factory (Anchorage), 2 dice (30 Resources)
-[X] Orbital Strike Regimental Combat Team Stations (Phase 1), 1 die (20 Resources)
Bureaucracy (3 dice)
-[X] Administrative Assistance (Military), 2 dice
-[X] Decrease Prices on Consumer Goods, 1 die
Resources Available: 810
Resources Spent: 800
Resources Remaining: 10

Putting my vote where my mouth lead me. This plan switches the Admin Assistance die over to finishing the MARV fleet for its resource income (important given all the extra dice next turn) and its mitigation. It makes no other changes besides this.

Ah, and I'm going to sleep now. So if this is somehow flawed or needs adjustments, I won't be around to do that for now. Approval votes:

[X] Plan Mass Military and the Mysterious Martian Materials
[X]Plan REFIIIIIIT
[X] Plan Airforce gets planes
[X] Plan Stocking the Piles 3.4:
Hmm.

Sure, I'll throw a vote your way.
[X]Plan REFIIIIIIT
[X]Plan No Middle East MARV 1.1
[X] Plan: Package Delivery, Amazon Version

[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan Mass Military and Martians and a MARV
 
[X] Plan Mass Military and Martians and a MARV

Addresses my income concerns better than the original. We'll need it if we want to use all (or some) of those new dice.
 
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[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan Mass Military and Martians and a MARV
 
[X] Plan Mass Military and Martians and a MARV

@Derpmind - The only thing I'd change would be to just drop the orbital combat station dice, as with just a single one it has 0% chance of completing. Then just add that one onto the Stealth Sensors, and that moves from 0% to 18% chance or completion. It's a small improvement, but there's a chance it could pay off.

Then you can focus and pump the orbital station dice next turn to complete multiple phases.
 
@Derpmind - The only thing I'd change would be to just drop the orbital combat station dice, as with just a single one it has 0% chance of completing. Then just add that one onto the Stealth Sensors, and that moves from 0% to 18% chance or completion. It's a small improvement, but there's a chance it could pay off.

Then you can focus and pump the orbital station dice next turn to complete multiple phases.
We are heavily implied to be approaching the point at which if we don't start making progress on OSRCT, the military is going to pull political strings and force our hand. It is probably for the best if we do something before we reach that point, even if the total amount of 'something' that gets done is just a start in the right direction.

The "we should concentrate all our resources on one project at a time" mindset may be great for ideal spherical frictionless cows in a vacuum, but when we're playing a game that integrates with a broader political context, sometimes it doesn't work so well.

The only reason my plans don't have OSRCT dice this turn is because between the Middle Eastern MARVs I really really think we should build for the RpT and mitigation and security combined, and the Super Orca refit that is badly overdue and being screamed for by multiple branches of the military, and the Aurora deployment, I just don't have the dice left over.
 
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[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
Is this the most optimal plan? Probably not.
Does it finish ICS this turn and get several shinies I want? Yes.
Edit:
[X] Plan Mass Military and the Mysterious Martian Materials
 
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I find it strange that the Orca refit has waited for so long before getting 3 dice now while it can complete with only two.
Between the war factory refits and Philadelphia we will have 7 or 8 dice more next turn and the cheapest options are 10R and most are 15R so we want about 7 x 15R = 10% more income to active them all. That makes not doing the MARV hub for its income a strange choice as that is enough income to active one more dice next turn.
 
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Eezo!
[X] Plan ICS, OSRCT, Auroras, Super Orcas, Fly Columbia!
[X] Plan Mass Military and Martians and a MARV
 
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I find it strange that the Orca refit has waited for so long before getting 3 dice now while it can complete with only two.
We are on the eve of war, it's a very important project, and the odds of completion with two dice are terribly bad, to the point where we're nearly certain to need three dice anyway.

Plans that admit the Orca refit is worth doing tend to be plans that invest three dice, because they want it done in a timely manner at last.

There are occasional exceptions, of course.
 
We are on the eve of war, it's a very important project, and the odds of completion with two dice are terribly bad, to the point where we're nearly certain to need three dice anyway.

Plans that admit the Orca refit is worth doing tend to be plans that invest three dice, because they want it done in a timely manner at last.

There are occasional exceptions, of course.

And it may still fail if the dice roll like they did with perennials phase 3 this past turn.

So better to overcommit the die to get it done, than to pray for above average rolls.
 
[X] Plan Mass Military and the Mysterious Martian Materials
[X] Plan Mass Military
[X] Plan Mass Military and Martians and a MARV

Fixed vote. Prioritizing these two because I want to focus our attention on Karachi rather than spend mil dice on MARVs for the next few turns. Even if incomes suffers for a bit
 
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