We promised to do Isolinear Chip Foundry Anadyr and its 50R per die so lets start now when we can start with enough dice for a 10% of completion and not wait till almost the end where we might need to spend more to complete it in time.
Suborbital Shuttle Service gives a new way to move high value goods, each shuttle can carry 200 tons in a way that is hard to interfere with by NOD.
Lots of military dice on plan goals and as the Mastodon gets developed i am doing Light Combat Laser so they can be added to it.

[] Plan to keep the pressure on NOD
-[]Infrastructure 6/6 dice, 100R
-[] Blue Zone Apartment Complexes (Phase 2+3) 28/320 4 dice 40R 85%
-[] Suborbital Shuttle Service (Phase 1) 0/200 2 dice 60R 36%,
-[]Heavy Industry 5/5 dice+2 free die, 230R
--[] Advanced Alloys Development 2 dice 30R 94%
--[] Continuous Cycle Fusion Plants (Phase 7) 153/300 2 dice 40R 74%
--[] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
--[] Isolinear Chip Foundry Anadyr 0/320 3 dice 150R 10%
--[] Security Review
-[]LCI 5/5 110R
--[] Bergen Superconductor Foundry (Phase 1+2) 71/285 3 dice 90R 68%
--[] Civilian Drone Factories 0/380 2 dice 20R
-[] Agriculture 4/4 dice, 45R
--[] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
--[] Freeze Dried Food Plants 126/200 1 die 20R 66%
--[] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%
-[] Tiberium: 7/7 dice 115R
--[] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 2 dice 40R 67%
--[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
--[] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
--[] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
--[] Ion Storm Collector Panel Development (New) 0/80 1 die 15R 80%
-[]Orbital (+26) 6/6+1 Dice + EREWHON!!! 160 R
--[] Lunar Heavy Metals Mines (Phase 3) 217/375 (2+E Dice, 60 R) (60+% chance of Phase 3)
--[] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
--[] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[]Services 5 dice 60R
--[] Automatic Medical Assistants (Updated) 101/300 2 dice 20R 26%
--[] Hallucinogen Development 0/60 1 die 15R 88%
--[] Hardlight Interface Development 0/40 1 die 15R 100%
--[] Less Lethal Security Electrolaser Development (New) 0/50 1 die 10R 98%
Military 8/8+4 free dice, 120R
-[] Firehawk Wingmen Drones 215/450 2 dice 40R 6%
-[] Railgun Munitions Development 0/60 1 die 10R 87%
-[] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%
-[] Escort Carrier Shipyards(Nagoya) 0/240, 2 dice 40R 4%,
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 1 die 20R 14%,
-[] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[]Bureaucracy (3/4 dice)
--[] Security Review(Bureaucracy: DC50 1 die 90% +1 Bureaucracy die
--[] Security Review(Heavy Industry : DC50 1 die 90% +1 Heavy Industry die

940/975R
7/7 free dice
 
-[ ] Puerto Madryn Reconstruction Surge (New) 0/60 10 Resources per Die, 1 Die = 10 Resources
-[ ] Western Europe Reconstruction Surge (New) 0/40 10 Resources per Die, 1 Die = 10 Resources
These projects are no longer available in this update. (We gained +4 Capital Goods this turn from their automatic reconstruction, and will gain the last +1 CG next turn.)
 
I'm going to try and make my own plan....*crosses self*

But in the meantime here's a handy quick "outline" for our various dice/resources and the various Categories.


Resources: 975
Free Dice: 7
Erewhon Dice: 1
Infrastructure: 6 dice +34
Heavy Industry: 5 dice +29
Light and Chemical Industry: 5 dice +24
Agriculture: 4 dice +24
Tiberium: 7 dice +39
Orbital Industry: 6 dice +26
Services: 5 dice +27
Military: 8 dice +26
Bureaucracy: 4 dice +24

Thank you to @Lightwhispers for nabbing the Dice/Bonus numbers.
 
i must have missed an explanation somewhere can someone explain what the SCIENCE meter is?
Seo has a particular interest, which I characterize as a Drive. Basically it requires you to do various science projects, many of which will upset people.

edit: some options of future characters will also have drives, some of which will have different requirements, say minimum 1 die a turn into space colonization, or minimum 1 die a turn into Housing.
 
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Seo has a particular interest, which I characterize as a Drive. Basically it requires you to do various science projects, many of which will upset people.

edit: some options of future characters will also have drives, some of which will have different requirements, say minimum 1 die a turn into space colonization, or minimum 1 die a turn into Housing.
what are the effects of not doing enough? what are the effects of doing enough? what are the effects of doing more than enough?
 
Notably I don't use the Erewhon dice, because I have no idea how it works. This is supposed to be a draft not something to vote for anyway, if you like what I did here you will have to turn it into a plan yourself and you want to scrounge up more Rs consider moving a dice from Superconductor Foundry to Civ Drones.
The Erewhon die is like a Free Die, but it doesn't get the usual bonus for whatever department the project it's being used for is in. (Similar to how Administrative Assistance dice work.) There are also probably some narrative effects on how Erewhon develops based on what projects it's assigned to, but the degree of that is unknown.
what are the effects of not doing enough? what are the effects of doing enough? what are the effects of doing more than enough?
We've never let the SCIENCE! meter get low enough to find out the effects of not doing enough, but it has been characterized as having more "Good Ideas" show up. (They are unlikely to actually be good ideas.)
The meter is capped, so there's no real effect of doing more than enough. Doing enough keeps Seo from indulging in the Mad Science, as described above.
 
Someday I'd like to intentionally let the SCIENCE meter run down low to see what kooky shit Seo comes up with, but we're so backlogged on actually useful stuff worth developing that we can't afford to take a year off just for memes. Seo could be in office for up to 13 more years, we've got lots on our plate now but maybe in a decade as we're nearing mandatory retirement we'll have the luxury of playing around.
 
Oh right, the Ion-STorm collectors let our Red Zone fortifactions and mining outposts generate a little energy. @Simon_Jester this seems like something you would be very interested in so you can stop spamming so many stages of Fusion plants.
 
Available Resources:
Resources: 975
Free Dice: 7
Erewhon Dice: 1
Infrastructure: 6 dice +34
Heavy Industry: 5 dice +29
Light and Chemical Industry: 5 dice +24
Agriculture: 4 dice +24
Tiberium: 7 dice +39
Orbital Industry: 6 dice +26
Services: 5 dice +27
Military: 8 dice +26
Bureaucracy: 4 dice +24

Per-Category Spending Format: ( Dice + Free Dice, Resources)

[]Plan Shining Knight-Ghost 0.78885
-[] Infrastructure (6 Dice + 1 Free Dice, 80 Resources)
--[] Blue Zone Apartment Complexes (Phase 2) (2 Dice, 20 Resources)
--[] Tokyo Harbor Reconstruction (3 Dice + 1 Free Dice, 45 Resources)
--[] Bureau of Arcologies (1 Dice, 15 Resources)
-[] Heavy Industry (5 Dice + 0 Free Dice, 90 Resources)
--[] Continuous Cycle Fusion Plants (4 Dice, 80 Resources)
--[] Division of Alternative Energy (1 Dice, 10 Resources)
-[] Light and Chemical Industry (5 Dice + 0 Free Dice, 150 Resources)
--[] Bergen Superconductor Foundry (5 dice, 150 Resources)
-[] Agriculture (4 Dice + 0 Free Dice, 50 Resources)
--[] Blue Zone Aquaponics Bays (2 Dice, 20 Resources)
--[] Freeze Dried Food Plants (1 Dice, 20 Resources)
--[] Strategic Food Stockpile Construction (1 Dice, 10 Resources)
-[] Tiberium (7 Dice + 1 Free Dice, 170 Resources)
--[] Yellow Zone Tiberium Harvesting (2 Dice, 40 Resources)
--[] Intensification of Green Zone Harvesting (1 Dice, 15 Resources)
--[] Red Zone Tiberium Harvesting (1 Dice, 25 Resources)
--[] Red Zone Containment Lines (2 Dice, 50 Resources)
--[] Tiberium Processing Refits (1 Dice, 20 Resources)
--[] Railgun Harvester Factories (1 Free Dice, 20 Resources)
---[] Porto (1 Free Dice)
-[] Orbital Industry (6 Dice + 0 Free Dice, 100 Resources)
--[] GDSS Enterprise Bays (4 Dice, 80 Resources)
----[] Advanced Materials Bay (4 Dice)
--[] Orbital Cleanup (2 Dice, 20 Resources)
-[] Services (5 Dice + 0 Free Dice, 95 Resources)
--[] Automatic Medical Assistants (4 Dice, 80 Resources)
--[] Hardlight Interface Development (1 Dice, 15 Resources)
-[] Military (8 Dice + 5 Free Dice, 240 Resources)
--[] ASAT Defense System (2 Dice, 40 Resources)
--[] Wingman Drone Deployment (3 Dice, 60 Resources)
---[] Firehawk Wingmen (3 Dice)
--[] Railgun Munitions Development (2 Dice, 20 Resources)
--[] Escort Carrier Shipyards (1 Dice + 3 Free Dice, 80 Resources)
---[] New York (1 Dice + 2 Free Dice)
---[] Dublin (1 Free Dice)
--[] Shark Class Frigate Shipyards (2 Free Dice, 40 Resources)
---[] Melbourne (2 Free Dice)
-[] Bureaucracy (4 Dice + 0 Free Dice, 0 Resources)
--[] Conduct Economic Census (2 Dice)
--[] Conduct Civil Satisfaction Surveys

Total Spending: 825 Resources

I know I'm missing Erewhon's Dice but otherwise that's everything possible dice-wise. I'll revise later, workday's almost done and I have a doggie bday party to help finish prep for.

EDIT: IF someone likes this plan and wants to make a minor tweak or 3 that's okay and I might throw my vote behind it, but major changes, especially in the Military, LCI, or Infra areas, and I'll have to see. Since voting opens in less than 20 minutes according to the DOOM COUNTER.
 
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[ ] Harvesting Tendril Deployment (Phase 1) (New)
A substantially novel development in Tiberium harvesting, GDI can now begin to deploy the Harvesting Tendril in significant numbers. While it will not be able to entirely replace the existing harvester models with the current project, future projects will make it into the standard, and redefine how GDI approaches laying out Tiberium mining projects.
(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU)
(Progress 0/750: 30 resources per die) (+100 resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)
This is a must have to start on soonish.
[ ] Ion Storm Collector Panel Development (New) (Tech)
A number of Scrin vehicles mounted Ion Storm collectors, a means of supercharging themselves via the energy discharges of ion storms, and a massive advantage in Red Zone Operations. While the Initiative cannot produce anywhere close to the same energy density, Initiative Red Zone operations will greatly benefit from harvesting panels that draw on that energy, especially those more generally connected to the power grid.
(Progress 0/80: 15 resources per die)
A little wary of this while sabotage risk is as high as it is. It would be amazing for Zone and our glacier mining but man would NOD get way more out of it than we ever could.
[ ] Pinhole Portal Early Primitive Prototype Construction (New) (Tech)
Portals are a potentially revolutionary technology for communication, transport, and dozens of other fields. However, at this time, it is only ready for a critical test run, seeing if the very most basic of functionalities, a short range pinhole, can be created.
(Progress 0/180: 100 resources per die)
Nice relatively cheap shiny.
[ ] Ground Forces Zone Armor (Set 1) (Updated)
The Initiative's Ground Forces are ready to begin refitting to an entirely zone armored force.
[ ] Backpack Rocket Launcher Development (Platform)
[ ] Zone Defender Revision (Platform)
[ ] Zone Lancer Development (Platform)
I REALLY want to start chipping away at he Zone projects. The general equipping of our forces with them has been updated and is kind of a big flashing sign that we're coming up to a really good time for it. At the very least we can start the preliminary R&D that will help it a lot.
[ ] Modular Rapid Assembly System Prototypes (Tech)
With the Initiative going on a large-scale offensive, more of its supporting assets need to be moved to smaller units, to give them greater freedom of movement and increased striking power. Shrinking down the system used by various Initiative buildings even more than they already are should allow the ability to cram significant portions of the utility of a full base into a mobile platform.
(Progress 0/125: 20 resources per die)

[ ] Buckler Shield Development (Tech) (New)
A much stronger energy shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)
Nothing too must have right from these two, won't make too much of an impact right now, but they're ones to keep an eye on. The Buckler especially could have good synergy with the Zone armour projects.
 
[X] Plan Industry Prep
-[X]Infra 6/6 95R +34
--[X] Yellow Zone Fortress Towns (Phase 6) 112/300 2 die 40R 47%
--[X] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%
--[X] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
-[X]HI 5/5+3 free 150R +29
--[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 5 dice 100R 100% (30% for Phase 8)
--[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
--[X] Low Velocity Particle Applicator Development (New) 0/120 2 dice 40R 94%
-[X]Light and Chemical Industry (+24) 5/5 Dice 110 R
--[X] Bergen Superconductor Foundry (Phase 1+2) 3 dice 90R 68%,
--[X] Civilian Drone Factories 0/380 (2 Dice, 20 R) (0% chance)
-[X]Agriculture (+24) 4/4 Dice 50 R
--[X] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (66% chance)
--[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (99.85% chance of Phase 3, 42% chance of Phase 4)
-[X]Tiberium (+39) 7/7 Dice 110 R
--[X] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
--[X] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 (2 Dice, 30 R) (Stage 6, 82.3% chance of Stage 7, 8.2% chance of Stage 8)
--[X] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
--[X] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
--[X] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
-[X]Orbital (+26) 6/6+1 Dice + EREWHON!!! 160 R
--[X] Lunar Heavy Metals Mines (Phase 3) 217/375 (2+E Dice, 60 R) (60+% chance of Phase 3)
--[X] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
--[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[X]Services (+27) 5/5 Dice 90 R
--[X] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
--[X] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
--[X] Hardlight Interface Development 0/40 1 die 15R 100%
-[X]Military 8/8+3 free 190R +26
--[X] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
--[X] Railgun Munitions Development 0/60 1 die 10R 87%
--[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
--[X] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
--[X] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
-[X]Bureaucracy 4/4
--[X] Security Review: Bureaucracy (3 Dice, also -1 Bureaucracy die)

[X] Plan Industry Prep Portal version
-[X]Infra 6/6 95R +34
--[X] Yellow Zone Fortress Towns (Phase 6) 112/300 2 die 40R 47%
--[X] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%
--[X] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
-[X]HI 5/5+2 free 130R +29
--[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 5 dice 100R 100% (30% for Phase 8)
--[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
--[X] Low Velocity Particle Applicator Development (New) 0/120 1 dice 20R 30%
-[X]Light and Chemical Industry (+24) 5/5 Dice 90 R
--[X] Bergen Superconductor Foundry (Phase 1+2) 71/285 (2 Dice, 60 R) (Phase 1, 13% chance of Phase 2)
--[X] Civilian Drone Factories 0/380 (3 Dice, 30 R) (3/5 median)
-[X]Agriculture (+24) 4/4 Dice 50 R
--[X] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (66% chance)
--[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (99.85% chance of Phase 3, 42% chance of Phase 4)
-[X]Tiberium (+39) 7/7 Dice 110 R
--[X] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
--[X] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 (2 Dice, 30 R) (Stage 6, 82.3% chance of Stage 7, 8.2% chance of Stage 8)
--[X] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
--[X] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
--[X] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
-[X]Orbital (+26) 6/6+1 Dice 140 R
--[X] Lunar Heavy Metals Mines (Phase 3) 217/375 (2 Dice, 40 R) (60% chance)
--[X] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
--[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[X]Services (+27) 5/5 Dice 175 R
--[X] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
--[X] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
--[X] Pinhole Portal Early Primitive Prototype Construction (New) 0/180 1 dice 100R (0% chance)
-[X]Military 8/8+3 free 190R +26
--[X] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
--[X] Railgun Munitions Development 0/60 1 die 10R 87%
--[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
--[X] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
--[X] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
-[X]Bureaucracy 4/4
--[X] Security Review: Bureaucracy (3 Dice, also -1 Bureaucracy die)

[X] Plan Industry Prep Advanced Alloys version
-[X]Infra 6/6 95R +34
--[X] Yellow Zone Fortress Towns (Phase 6) 112/300 2 die 40R 47%
--[X] Rail Network Constrction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%
--[X] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
-[X]HI 5/5+4 free 160R +29
--[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 4 dice 80R 100% (2% for Phase 8)
--[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
--[X] Low Velocity Particle Applicator Development (New) 0/120 2 dice 40R 94%
--[X] Advanced Alloys Development (New) 2 dice 30R 94%
-[X]Light and Chemical Industry (+24) 5/5 Dice 110 R
--[X] Bergen Superconductor Foundry (Phase 1+2) 3 dice 90R 68%,
--[X] Civilian Drone Factories 0/380 (2 Dice, 20 R) (0% chance)
-[X]Agriculture (+24) 4/4 Dice 50 R
--[X] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (66% chance)
--[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 (3 Dice, 30 R) (99.85% chance of Phase 3, 42% chance of Phase 4)
-[X]Tiberium (+39) 7/7 Dice 110 R
--[X] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
--[X] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 (2 Dice, 30 R) (Stage 6, 82.3% chance of Stage 7, 8.2% chance of Stage 8)
--[X] Tiberium Processing Refits (Phase 5) 6/100 (1 Die, 20 R) (61% chance)
--[X] Railgun Harvester Factory (Bissau) 0/70 (1 Die, 10 R) (85% chance)
--[X] Railgun Harvester Factory (Porto) 44/70 (1 Die, 10 R) (100% chance)
-[X]Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
--[X] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance of Phase 3)
--[X] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
--[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[X]Services (+27) 5/5 Dice 90 R
--[X] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
--[X] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
--[X] Hardlight Interface Development 0/40 1 die 15R 100%
-[X]Military 8/8+3 free 190R +26
--[X] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
--[X] Railgun Munitions Development 0/60 1 die 10R 87%
--[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
--[X] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
--[X] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
-[X]Bureaucracy 4/4
--[X] Security Review: Bureaucracy (3 Dice, also -1 Bureaucracy die)
 
[X] Plan: Optimization is endless.

Infrastructure 6/6 95R

-[X] Yellow Zone Fortress Towns (Phase 6) 112/300 2 dice 40R 47%
-[X] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
-[X] Rail Network Construction Campaigns (Phase 5) 39/325 3 dice 45R 37%
Heavy Industry 7/5 210R
-[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 3 dice 60R 99%
-[X] Isolinear Chip Foundry Anadyr 0/320 3 dice 150R 10%
-[X] Security Reviews
Light & Chemical Industry 5/5 80R
-[X] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%
-[X] Bergen Superconductor Foundry (Phase 1) 71/95 1 die 30R 100%
-[X] Civilian Drone Factories 0/380 2 dice 20R 0%
Agriculture 4/4 45R
-[X] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
-[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
-[X] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%
Tiberium 7/7 110R
-[X] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 2 dice 40R 67%
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
-[X] Tiberium Processing Refits (Phase 5) 6/100 1 Die, 20R 61%
-[X] Railgun Harvester Factory (Porto) 44/70 1 dice 10R 100%
-[X] Railgun Harvester Factories (Bissau) 0/70 1 dice 10R 85%
Orbital 8(7+Erewhon)/6 160R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/285 2 dice + 1 Erewhon dice 60R 10~%
-[X] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
-[X] Lunar Regolith Harvesting (Phase 2) 50/320 3 dice 60R 32%
Services 5/5 90R
-[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
-[X] Hallucinogen Development 0/60 1 dice 15R 88%
-[X] Hardlight Interface Development 1 dice 15R 100%
Military 11/8 195R
-[X] Firehawk Wingmen Drones 215/450 4 dice 80R 93%
-[X] Railgun Munitions Development 0/60 1 dice 10R 87%
-[X] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%
-[X] Escort Carrier Shipyards (Nagoya) 0/240 2 dice 40R 4%
-[X] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[X] Mastodon Heavy Assault Walker Development 0/30 1 dice 10R 100%
Bureaucracy 5/4
-[X] Security Reviews Bureaucracy: 2 die 100%
-[X] Security Reviews
-[X] Security Reviews Heavy Industry: 2 die 100%

7/7 free dice
1/1 Erewhon dice

985/985R
 
975 Income + 10 Reserve = 985
985 Used, 0 Open


[X] Plan Carriers and Power
Infra 6/6 95R +34
-[X] Yellow Zone Fortress Towns (Phase 6) 112/300 2 die 40R 47%
-[X] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R 37%
-[X] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R 18%
HI 5/5+1 free 110R +29
-[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 4 dice 80R 100% (2% for Phase 8)
-[X] Crystal Beam Industrial Laser Development (New) 0/80 1 die 10R 70%
-[X] Low Velocity Particle Applicator Development (New) (Tech) 0/120 1 die 20R 29%
LCI 5/5 120R +24
-[X] Chemical Fertilizer Plants (Phase 2) 94/300 2 dice 30R 17%
-[X] Bergen Superconductor Foundry (Phase 1) 71/95 3 die 90R 100% (68% for phase 2)
Agri 4/4 50R +24
-[X] Blue Zone Aquaponics Bays (Phase 3+4) (Updated) 30/280 3 dice 30R 99% for phase 4, 49% for phase 5
-[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
Tiberium 7/7+1 admin 140R +39
-[X] Tiberium Vein Mines (Stage 2) 5/195 2 dice 40R 54%
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82% (100% for stage 6, 8% for stage 8)
-[X] Red Zone Border Offensives (Stage 1) 0/200 2 dice 50R 45%
-[X] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
-[X] Railgun Harvester Factory (Porto) 44/70 1 admin die 10R 90%
Orbital 6/6 140R +26
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 dice 40R 67%
-[] Lunar Regolith Harvesting (Phase 2) 50/320 3 dice 60R 32%
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 1 die +Erewhon 40R 37%
Services 5/5 85R +27
-[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Less Lethal Security Electrolaser Development (New) (Platform) 0/50 1 die 10R 98%
Military 8/8+6 free 245R +26
-[X] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[X] Hallucinogen Countermeasures Development 1 die 15R 100%
-[X] Escort Carrier Shipyards (Dublin) 0/240 3 dice 60R 54%
-[X] Escort Carrier Shipyards (Nagoya) 0/240 2 dice 40R 4%
-[X] Shark Class Frigate Shipyards (Melbourne) 172/300 2 dice 40R 82%
Bureau 4/4 +24
-[X] Administrative Assistance 2 die auto (Railgun Harvester Factory (Porto))
-[X] Security Review (Bureau) 1 dice +1 (Bureau) 90%
Free 7/7
1 HI, 6 Mil

Right some changes- tried tendrils at first but then i had open bureau die (and dropping say a HI for security review really did not let me make changes anywhere. Infra one last phase of rails and fortress towns on min chance to succeed. HI move a dice to the new tech project (do one this turn and 2nd next turn if it does not finish) between that and crystal lasers we should see some upgrades to our actions in this category. I do feel confident in 3 dice Anadyr next turn (budget increase will cover it).

Tib I considered Harvest Tendrils but felt that bumping up income and grabbing some mitigation this turn was more important to let us roll through the rest of the plan, I do plan on dropping some tib dice on them next turn. Using admin die for the partial railgun harvester factory to eke out a bit more efficiency and income. As is 1 stage of vein mines and 1 stage of rz border offensives along with mines in orbital and 2 or 3 phases of gz intensification is a very solid income increase.

Mil- Heavy mil spending to try and finish the shipyards Q1 so that we can then start the laser refit Q2 while still getting to work on other plan goals and hopefully mix in orbital laser defense this plan.

edit
[X] Plan Secure the Gains
 
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[X] Plan Insert Funny Name Here
-[X]Infrastructure 6/6 90R
-[X] Yellow Zone Fortress Towns (Phase 6) 3 dice 60R 95%
(Supports Yellow Zone Intensification) (Supports Operation Steel Vanguard)
(Progress 112/300: 20 resources per die) (+4 Housing)(-1 Yellow Zone Water)
-[X] Blue Zone Apartment Complexes (Phase 2) 3 dice 30R 99%
(Progress 28/160: 10 resources per die) (-1 Logistics, +6 Housing)
-[X]Heavy Industry 5/5 190R
-[X] Continuous Cycle Fusion Plants (Phase 7) 4 dice 80R 100%
(Progress 153/300: 20 resources per Die) (+16 Energy) (-1 Labor)
-[X] Crystal Beam Industrial Laser Development 1 die 10R 70%
(Progress 0/80: 10 resources per die)
-[X] Isolinear Chip Foundry Anadyr 2 free dice 100R 0%
(Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy)
-[X]Light and Chemical Industry 3/5 90R
-[X] Chemical Fertilizer Plants (Phase 2) 2 die 30R 17%
(Progress 94/300: 15 resources per die) (+4 Consumer Goods, +4 Food, -1 Energy)
-[X] Bergen Superconductor Foundry (Phase 1) 2 dice 60R 100%
(Progress 71/95: 30 resources per die) (+1 Energy)
-[X]Agriculture 4/4 60R
-[X] Blue Zone Aquaponics Bays (Phase 3) 4 dice 40R 100%
(Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor)
-[X] Freeze Dried Food Plants 1 free die 20R 66%
(Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy)
-[X]Tiberium 7/7 105R
-[X] Yellow Zone Tiberium Harvesting (Phase 10) 1 die 20R 0%
(Progress 174/350: 20 resources per die) (small additional income trickle [5-10 Resources]) (3 points of Yellow Zone Mitigation)
-[X] Intensification of Green Zone Harvesting (Stage 6) 3 dice 45R 100%
(Stage 7 82%)
(Progress 46/100: 15 resources per die) (small additional income trickle [5-10 Resources]) (1 point of yellow zone mitigation) (2 Stages available)
-[X] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
(Progress 6/100: 20 resources per die) (+50 processing capacity [-250 during refits])
-[X] Railgun Harvester Factories
--[X] Bissau 1 die 10R 85%
(Progress 0/70 : 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
--[X] Porto 1 die 10R 100%
(Progress 44/70: 10 resources per die) (+5 Resources Per Turn) (-2 Energy)
-[X]Orbital 6/6 140R
-[X] GDSS Enterprise (Phase 5) 1 die + 1 Erewhon die 40R 0%
(Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support)
-[X] Lunar Regolith Harvesting (Phase 2) 3 dice 60R 32%
(Progress 50/330: 20 resources per die) (+15 resources per turn)
-[X] Lunar Heavy Metals Mines (Phase 3) 2 dice 40R 60%
(Progress 217/375: 20 resources per die) (+20 resources per turn)
-[X]Services 4/5 75R
-[X] Automatic Medical Assistants 3 dice 60R 83%
(Progress 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy)
-[X] Hallucinogen Development 1 die 15R 88%
(Progress 0/60: 15 resources per die)
-[X]Military 8/8 215R
-[X] Wingman Drone Deployment
--[X] Firehawk Wingmen 4 dice 80R 93%
(Progress 215/450: 20 resources per die) (-1 Labor, -6 Energy, -2 Capital Goods)
-[X] Railgun Munitions Development 1 die 10R 87%
(Progress 0/60: 10 resources per die) (High Priority)
-[X] Hallucinogen Countermeasures Development 1 die 15R 100%
(Progress 0/40: 15 resources per die)
-[X] Escort Carrier Shipyards
-[X] Dublin 2 dice + 1 free die 60R 54%
(Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods)
-[X] Shark Class Frigate Shipyards
--[X] Melbourne 2 free dice 40R 82%
(Progress 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods)
-[X] Mastodon Heavy Assault Walker Development 1 free die 10R 100%
(Progress 0/30 : 10 resources per die)
-[X]Bureaucracy 3/4
-[X] Security Reviews (Bureaucracy) 3 dice 100%
(DC 50 + 1 operations die)
-[X]Free Dice 7/7
-[X] 2 in Heavy Industry
-[X] 1 in Agriculture
-[X] 4 in Military
-[X]Resources Income 965/975 Reserve 0/10
 
Time to wrap the year up with a bunch of consolidation actions IMO. Security reviews for all the sectors that are 10+ turns since their last sweep, particularly eager to clear Bureaucracy so we can get to work on the census/surveys with a clean department. Otherwise pretty conservative spreads from Infrastructure to Agriculture, just working away at Plan targets.

Tiberium is focused on Green Zone security, trying to wrap up the offensives and settle in to secure what we have rather than mashing the MAXIMUM OFFENSIVES button like we've been for 9 months. Also really want to get that ion collector tech, we'll be spending a lot of time in the Red Zones next FYP so boosting RZ ops is very useful. Orbital is just digging up rocks, trying to hit our Plan targets with the most dice efficiency. Losing an Orbital die to security reviews stings but it's due and that's the last sector we want getting sabotaged so I'll bite the bullet. Services I'm trying to clear out some tech backlog, especially with gachas incoming. Hallucinogens because we're still a little short on Health and about to run out of Services projects that generate it. Hardlight because 1) I was looking for somewhere to park Erewhon and a better way for machines and humans to communicate seems thematic also 2) it might end up being useful for the Mastodon, might as well give it a shot.

Military is eating all the money and dice as usual, but there is a war on. Firehawk drones, shipyards, consumables, Mastodon, you all know why we're doing these things. The one potentially controversial move I can see is the Skywatch system, but something is making our probes disappear without a trace and if Space Force is worried enough to suddenly tag Skywatch as high priority then I am too. It really wouldn't do to get bushwhacked by aliens again, we can spare a single die for Skywatch even if Military's generally a tight sector.

Edit: I was reminded that we have 985R to spend, not 975R. With the newfound 10R plus changing an aquaponics die out for CRP, and the hallucinogens for electrolasers, I now have enough budget to get started on the suborbital shuttles.

[X] Plan Secure the Gains
-[X]Infrastructure (6 dice) 100 Resources
--[X] Yellow Zone Fortress Towns (Phase 6), 2 dice (40R)
--[X] Blue Zone Apartment Complexes (Phase 2), 3 dice (30R)
--[X] Suborbital Shuttle Service (Phase 1), 1 die (30R)
-[X]Heavy Industry (5 dice + 1 Free) 120 Resources
--[X] Continuous Cycle Fusion Plants (Phase 7), 3 dice (60R)
--[X] Crystal Beam Industrial Laser Development (Tech), 1 die (10R)
--[X] Isolinear Chip Foundry Anadyr, 1 die (50R)
--[X] Security Review (Heavy Industry), 1 die (unrolled)
-[X]Light and Chemical Industry (5 dice) 100 Resources
--[X] Chemical Fertilizer Plants (Phase 2), 2 dice (30R)
--[X] Bergen Superconductor Foundry (Phase 1), 2 dice (60R)
--[X] Civilian Drone Factories, 1 die (10R)
-[X]Agriculture (4 dice) 45 Resources
--[X] Freeze Dried Food Plants, 1 die (20R)
--[X] Blue Zone Aquaponics Bays (Phase 3), 2 dice (20R)
--[X] Caloric Reclamation Processor Development, 1 die (5R)
-[X]Tiberium (7 dice) 105 Resources
--[X] Yellow Zone Tiberium Harvesting (Phase 10), 2 dice (40R)
--[X] Intensification of Green Zone Harvesting (Stage 6), 2 dice (30R)
--[X] Railgun Harvester Factories (Bissau), 1 die (10R)
--[X] Railgun Harvester Factories (Porto), 1 die (10R)
--[X] Ion Storm Collector Panel Development (Tech), 1 die (15R)
-[X]Orbital (6 dice + 1 Free die) 120 Resources
--[X] Lunar Rare Metals Harvesting (Phase 1), 1 die (20R)
--[X] Lunar Regolith Harvesting (Phase 2), 3 dice (60R)
--[X] Lunar Heavy Metals Mines (Phase 3), 2 dice (40R)
--[X] Security Review (Orbital), 1 die (unrolled)
-[X]Services (5 dice + Erewhon) 185 Resources
--[X] Automatic Medical Assistants, 3 dice (60R)
--[X] Hardlight Interface Development (Tech), Erewhon die (15R)
--[X] Less Lethal Security Electrolaser Development, 1 die (10R)
--[X] Pinhole Portal Early Primitive Prototype Construction (New) (Tech), 1 die (100R)
-[X]Military (8 dice + 5 Free) 210 Resources
--[X] Firehawk Wingmen Drones, 3 dice (60R)
--[X] Skywatch Telescope System, 1 die (10R)
--[X] Railgun Munitions Development, 1 die (10R)
--[X] Ablat Plating Deployment (Stage 5), 2 dice (20R)
--[X] Escort Carrier Shipyards (Nagoya), 3 dice (60R)
--[X] Shark Class Frigate Shipyard (Melbourne), 2 dice (40R)
--[X] Mastodon Heavy Assault Walker Development, 1 die (10R)
-[X]Bureaucracy (4 dice) 0 Resources
--[X] Security Reviews (Heavy Industry), 1 die
--[X] Security Reviews (Orbital), 1 die
--[X] Security Reviews (Bureau), 1 die (1 rolled, 1 locked)
-[X] Total Cost: 985/985 Resources
 
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We promised to do Isolinear Chip Foundry Anadyr and its 50R per die so lets start now when we can start with enough dice for a 10% of completion and not wait till almost the end where we might need to spend more to complete it in time.
Suborbital Shuttle Service gives a new way to move high value goods, each shuttle can carry 200 tons in a way that is hard to interfere with by NOD.
Lots of military dice on plan goals and as the Mastodon(its factories are a plan goal) gets developed i am doing Light Combat Laser so they can be added to it.

[X] Plan to keep the pressure on NOD
-[X]Infrastructure 6/6 dice, 120R
-[X] Suborbital Shuttle Service (Phase 1) 0/200 3 dice 90R 91%
-[X] Blue Zone Apartment Complexes (Phase 2+3) 28/320 3 dice 30R 33%
-[X]Heavy Industry 5/5 dice+2 free die, 230R
--[X] Advanced Alloys Development 2 dice 30R 94%
--[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 2 dice 40R 74%
--[X] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
--[X] Isolinear Chip Foundry Anadyr 0/320 3 dice 150R 10%
--[X] Security Review
-[X]LCI 5/5 110R
--[X] Bergen Superconductor Foundry (Phase 1+2) 71/285 3 dice 90R 68%
--[X] Civilian Drone Factories 0/380 2 dice 20R
-[X] Agriculture 4/4 dice, 45R
--[X] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
--[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
--[X] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%
-[X] Tiberium: 7/7 dice 115R
--[X] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 2 dice 40R 67%
--[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 2 dice 30R 82%
--[X] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
--[X] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%
--[X] Ion Storm Collector Panel Development (New) 0/80 1 die 15R 80%
-[X]Orbital (+26) 6/6+1 Dice + EREWHON!!! 160 R
--[X] Lunar Heavy Metals Mines (Phase 3) 217/375 (2+E Dice, 60 R) (60+% chance of Phase 3)
--[X] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
--[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[X]Services 5 dice 60R
--[X] Automatic Medical Assistants (Updated) 101/300 2 dice 20R 26%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] Hardlight Interface Development 0/40 1 die 15R 100%
--[X] Less Lethal Security Electrolaser Development (New) 0/50 1 die 10R 98%
Military 8/8+4 free dice, 120R
-[X] Firehawk Wingmen Drones 215/450 2 dice 40R 6%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Ablat Plating Deployment (Stage 5) 54/200 2 dice 20R 70%
-[X] Hallucinogen Countermeasures Development 0/40 1 die 15R 100%
-[X] Escort Carrier Shipyards(Nagoya) 0/240, 2 dice 40R 4%,
-[X] Shark Class Frigate Shipyard (Melbourne) 172/300 1 die 20R 14%,
-[X] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[X] Light Combat Laser Development 0/40 1 die 25R 100%
-[X]Bureaucracy (3/4 dice)
--[X] Security Review(Bureaucracy: DC50 1 die 90% +1 Bureaucracy die
--[X] Security Review(Heavy Industry: DC50 1 die 90% +1 Heavy Industry die

960/975R
7/7 free dice

[X] Plan Secure the Gains
[X] Plan Mad Science Inbound (by Train)
 
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So, here's an absolutely terrible plan, but hear me out: Tentacles

[X] Plan ~Tentacles~
Infrastructure 6 dice +34 6 dice 60R
-[X] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 6 dice 60R 84%
Heavy Industry 5 dice + Erewhon die +29 5 dice 150R
-[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 2 dice 40R 74%
-[X] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
-[X] Isolinear Chip Foundry Anadyr 0/320 2 dice 100R
-[X] Security Review (Erewhon die)
Light and Chemical Industry 5 dice +24 5 dice 50R
-[X] Civilian Drone Factories 0/380 5 dice 50R 55%
Agriculture 4 dice +24 4 dice 45R
-[X] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
-[X] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%
-[X] Freeze Dried Food Plants 126/200 1 die 20R 56%
Tiberium 7 dice +39 7+7 free dice 420R
-[X] Harvesting Tendril Deployment (Phase 1+2) (New) 0/1350 14 dice 420R 23%
Orbital Industry 6 dice +26 6 dice 120R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/285 3 dice 60R 22% (97% Phase 1)
-[X] Lunar Heavy Metals Mines (Phase 3) 217/375 3 dice 60R 96%
Services 5 dice +27 5 dice 50R
-[X] Automatic Medical Assistants 101/300 2 dice 20R 26%
-[X] Professional Sports Programs 0/250 2 dice 20R 2%
-[X] Less Lethal Security Electrolaser Development (New) 0/50 1 die 10R 98%
Military 8 dice +26 8 dice 80R
-[X] Skywatch Telescope System 0/95 1 die 10R 47%
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Ferro Aluminum Armor Refits 0/350 5 dice 25R 77%
-[X] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
Bureaucracy 4 dice +24
-[X] Security Reviews(Bureaucracy): DC50 2 dice + 1 die 100%
-[X] Security Reviews (Heavy Industry): DC50 1 die 90%

975 Resources

Edit: fuckit, I should have the courage to vote for it.
 
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Huh? Didn't think I'd be awake for this:

[X] Plan Winding Down The Disparities
Infrastructure 6/6 Dice + 4 Free Dice 165 Resources:
-[X] Yellow Zone Fortress Towns (Phase 6) (Updated) 112/300 20 Resources per Die, 3 Dice = 60 Resources
-[X] Rail Network Construction Campaigns (Phase 5) (Updated?) 39/325 15 Resources per Die, 4 Dice = 60 Resources
-[X] Tokyo Harbor Reconstruction (New) 0/360 15 Resources per Die, 3 Dice = 45 Resources
Heavy Industry 5/5 Dice 140 Resources:
-[X] Advanced Alloys Development (New) (Tech) 0/120 15 Resources per Die, 2 Die = 30 Resources
-[X] Crystal Beam Industrial Laser Development 0/80 10 Resources per Die, 1 Die = 10 Resources
-[X] Isolinear Chip Foundry Anadyr (New?) 0/320 50 Resources per Die, 2 Die = 100 Resources
Light and Chemical Industry 5/5 Dice 105 Resources:
-[X] Chemical Fertilizer Plants (Phase 2) 94/300 15 Resources per Die, 3 Dice = 45 Resources
-[X] Bergen Superconductor Foundry (Phase 1) 71/95 30 Resources per Die, 2 Die = 60 Resources
Agriculture 4/4 Dice 50 Resources:
-[X] Blue Zone Aquaponics Bays (Phase 3) (Updated?) 30/140 10 Resources per Die, 3 Dice = 30 Resources
-[X] Freeze Dried Food Plants 126/200 20 Resources per Die, 1 Die = 20 Resources
Tiberium 7/7 Dice 110 Resources:
-[X] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 20 Resources per Die, 2 Die = 40 Resources
-[X] Intensification of Green Zone Harvesting (Stage 6) 46/100 15 Resources per Die, 2 Die = 30 Resources
-[X] Tiberium Processing Refits (Phase 5) 6/100 20 Resources per Die, 1 Die = 20 Resources
-[X] Railgun Harvester Factories
--[X] Bissau 0/70 10 Resources per Die, 1 Die = 10 Resources
--[X] Porto 44/70 10 Resources per Die, 1 Die = 10 Resources
Orbital Industry 6/6 Dice + 1 Erewhon Die 140 Resources:
-[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 20 Resources per Die, 3 Dice = 60 Resources
-[X] Lunar Heavy Metals Mines (Phase 3) 217/375 20 Resources per Die, 3 Dice + 1 Erewhon Die = 80 Resources
Services 5/5 Dice 85 Resources:
-[X] Automatic Medical Assistants 101/300 20 Resources per Die, 3 Dice = 60 Resources
-[X] Hallucinogen Development 0/60 15 Resources per Die, 1 Die = 15 Resources
-[X] Less Lethal Security Electrolaser Development (New) (Platform) 0/50 10 Resources per Die, 1 Die = 10 Resources
Military 8/8 Dice + 3 Free Dice 190 Resources:
-[X] Wingman Drone Deployment (High Priority)
--[X] Firehawk Wingmen Drones 215/450 20 Resources per Die, 3 Dice = 60 Resources
-[X] Railgun Munitions Development 0/60 10 Resources per Die, 1 Die = 10 Resources
-[X] Ablat Plating Deployment (Stage 5) 54/200 10 Resources per Die, 2 Die = 20 Resources
-[X] Escort Carrier Shipyards (High Priority)
--[X] Nagoya 0/240 20 Resources per Die, 3 Dice = 60 resources
-[X] Shark Class Frigate Shipyards (High Priority)
--[X] Melbourne 172/300 20 Resources per Die, 2 Dice = 40 Resources
Bureaucracy 4/4 Dice:
-[X] Security Reviews Bureaucracy 1+2 Die
-[X] Interdepartmental Favors 1 Die

165+140+105+50+110+140+85+190 = 985/985

So this plan has:

- 3 Dice on Yellow Zone Fortress Towns for a 95% chance and an Average DC of 24 that we still have Intesification of Green Zone Harvesting to do next turn.
- 4 Dice on Rail Network Construction Campaigns for a 87% chance and an Average DC of 34 to complete and get us enough rail for the last Yellow Zone Tiberium Harvesting phase of this war.
- 3 Dice on Tokyo Harbor Reconstruction (New) for a 28% chance and an Average DC of 81 to complete this turn and a 71% chance and an Average DC of 61 to complete next turn because:

[ ] Allocate Resources to Reconstruction Commissions (New)
Rather than directly dictating from the top down the projects that require the highest priority, and surging resources to fix them, a more general reservation of resources to solve these problems can speed the repair of damages across the Initiative, rather than focusing potentially excessive amounts of energy on individual projects that may or may not be worth pursuing.
-[X] Maximal (30 resources per turn)

An outpouring of resources has gone to the various local commissions and committees that manage reconstruction. However, much of this funding, at least from the early reports, is actually not going into rebuilding immediate damages. Rather, much of it has gone to various forms of deferred upkeep, refugee management, and a number of other projects, most too small scale for the Treasury to bother managing directly. Most of this is due to GDI simply not needing much in the way of actual reconstruction, and instead having a significant problem with deferred maintenance, some of which has been offset since the end of the Third Tiberium War a decade ago. Other parts are problems where the Initiative and the Treasury have simply not gotten around to fixing them, like intersections that tend to produce traffic jams, undersized roads, and train stations with poor connections to other means of transit. While all of these projects will be useful small scale operations, their overall impact is going to be seen in the aggregate more than anything else.

we are plugging the too small to notice holes with our Reconstruction Commissions and should still plug the holes big enough to be noticed by us so we can either get those 30 RpT back before reallocation or have those smaller problems fixed sooner so that the overall quality of our infrastructure rises. Either way this helps us with reallocation by either giving us back 30 and then 9 RpT sooner or by counting as a part of the already reallocated resources next reallocation by decreasing the need for more resources for post-war(s) reconstruction.

As a reminder I don't expect any action with an Average DC over 70 to complete the turn of the plan it is taken with.

- 1 Die on Crystal Beam Industrial Laser Development for a 70% chance and a DC of 36 to complete because it is a plan goal now.
- 2 Die on Isolinear Chip Foundry Anadyr for a 2/4 Median and no DC to complete because it is a plan goal now and an expensive one so it needs to be slow rolled as fast as possible.

- 3 Dice on Chemical Fertilizer Plants (Phase 2) for a 74% chance and an Average DC of 40 to complete because that will combined with the Agriculture actions remove our need for more Food production till the end of the plan unless we get a lot more refugee surges in which case we'll need just a few Agriculture Dice.
- 2 Die on Bergen Superconductor Foundry for a 100% chance and an Average DC of 1 to complete Phase 1 and a 13% chance and an Average DC of 76 to complete Phase 2 because this bastard is expensive.

- 3 Dice on Blue Zone Aquaponics Bays for a 100% chance and an Average DC of 8 to complete Phase 3 and a 42% chance and an Average DC of 55 to complete Phase 4 and remove our need for more Food production til the end of the plan which means we need on average 16 Dice to complete the Agriculture plan goals. We have that without any free dice already.
- 1 Die on Freeze Dried Food Plants for a 66% chance and a DC of 35 to complete and get us some food and better stockpile action quality.

- 2 Die on Yellow Zone Tiberium Harvesting (Phase 10) for a 67% chance and an Average DC of 42 to complete and get us one last push so we can finish off that North-West American fight and then sit down to digest our gains.
- 2 Die on Intensification of Green Zone Harvesting for a 100% chance and an Average DC of 1 to complete Stage 6, 82% chance and an Average DC of 30 to complete Stage 7 and a 8% chance and an Average DC of 80 to complete Stage 8. Stage 8 needs Phase 6 of Fortress Towns completed which this plan does. I am not putting more dice here because of the possibility of overcompletion.
- 1 Die on Phase 5 of Tiberium Processing Refits for a 61% chance and a DC of 40 to complete them before we have to deal with whatever improvements Basic Tiberium Studies gets us.
- 1 Die each on the remaining Railgun Harvester Factories. Bissau has a 85% chance and a DC of 16 to complete while Porto has a 100% chance and a DC of 1 to complete.

- 3 Dice on Lunar Rare Metals Harvesting for a 97% chance and an Average DC of 19 to complete Phase 1 and a 22% chance and an Average DC of 64 to complete Phase 2. I'm expecting both phases to complete with this plan and if Phase 2 is not done we can throw 1 Die it's way next turn.
- 3 Dice and 1 Erewhon Die on Lunar Heavy Metals Mines for a 100% chance and an Average DC of 14 to complete Phase 3. Multiply 196 with 196 then divide with 108​ then multiply by a 100 to see the actual percentage of failure of this action if you are interested.

- 3 Dice on Automatic Medical Assistants for a 83% chance and an Average DC of 35 to complete this action because we will need that +5 Health next turn.
- 1 Die on Hallucinogen Development for a 88% chance and a DC of 18 to complete it and get us another + Health option. Hopefully. It might Just be a + Political Support/Mental Health action.
- 1 Die on Less Lethal Security Electrolaser Development (New) (Platform) for a 98% chance and a DC of 8 to complete. Better tasers. May get us +Health but I'm not counting on it. Gets us better security though.

- 3 Dice on Firehawk Wingmen Drones for a 57% chance and an Average DC of 48 to complete. We need these, but using 4 Dice is overkill when we have so many other things we need to finish in Military actions.
- 1 Die on Railgun Munitions Development for a 87% chance and a DC of 19 to complete because is a plan goal that may need as much work put into it as Shell Plants.
- 2 Die on Ablat Plating Deployment for a 70% chance and an Average DC of 40 to complete another plan goal and get Ground Forces what they need to start digging in after this offensive.
- 3 Dice on Nagoya Escort Carrier Yards for a 54% chance and an Average DC of 49 to complete because 4 Dice would be overkill and this is the closest shipyard to Bitang's operational zone which makes this the perfect time to build it while she is licking her wounds.
- 2 Die on Melbourne Shark Frigate Shipyards for a 82% chance and an Average DC of 31 to complete. Sadly can't do this with 1 Die with any reasonable expectation of it finishing with this plan.

- 3 Dice on Security Reviews in Bureaucracy before to make sure it's still clean before we start doing other actions in it.
- 1 Die in Interdepartmental Favors because no one has told me it is something other than RpT into other departments and picking up some more projects to do.
 
Ugh, I wish this moratorium was going a few more hours; I will NOT have time to update my plan draft into an actual plan for another hour or two...
 
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