This makes me want to do one more phase. Nothing after that, but securing a Red zone route and locking down military supplies seems worth it to me.
Yeah, but we might want to concentrate on other priorities first, like rebuilding Tokyo from Bintang's latest Godzilla impersonation, and maaaybe housing for refugees since we're approaching the point where we have nowhere to stash them that isn't a fortress town, even if admittedly said fortress towns are reasonably secure at the moment.



So here's my plan. I have dramatically changed to shift focus away from Anadyr and towards getting Phase 1 of the tentacle harvesters rolled out, for reasons I'm sure everyone will understand. :p

Budget:
985/985 R
7/7 Free Dice

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
Infrastructure (+34) 6/6 Dice 95 R
-[X] Yellow Zone Fortress Towns (Phase 6) 112/300 (2 Dice, 40 R) (47% chance)
-[X] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R (18% chance)
-[X] Tokyo Harbor Reconstruction (New) 0/360 (3 Dice, 45 R) (28% chance)
Heavy Industry (+29) 5/5 Dice 70 R
-[X] Continuous Cycle Fusion Plant (Phase 7) 153/300 (3 Dice, 60 R) (99% chance of Phase 7)
-[X] Crystal Beam Industrial Laser Development 0/80 1 die 10R (70% chance)
-[X] Security Review
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)
Agriculture (+24) 4/4 Dice 45 R
-[X] Blue Zone Aquaponics Bays (Phase 3) 30/280 (2 Dice, 20 R) (90% chance of Phase 3, expected 2/3.25 median to Phase 3)
-[X] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (66% chance)
-[X] Caloric Reclamation Processor Development (New) 0/40 (1 Die, 5 R) (100% chance)
Tiberium (+39) 7/7 Dice + 2 Free Dice 255 R
-[X] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 (1 Die, 15 R) (Stage 6, 1% chance of Stage 7)
-[X] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
-[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[X] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
-[X] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance of Phase 3)
Services (+27) 5/5 Dice 85 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] Less Lethal Security Electrolaser Development (New) 0/50 (1 Die, 10 R) (98% chance)
Military (+26) 8/8 Dice + 4 Free Dice 205 R
-[X] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[X] Skywatch Telescope System 0/95 (1 Die, 10 R) (47% chance)
-[X] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[X] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[X] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
-[X] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[X] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
Bureaucracy 4/4 + 1 Free Dice
-[X] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
-[X] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)

ARGUMENTS:

1) Prioritizing Tokyo reconstruction (which will help patch up our naval posture in the Pacific) over either rails or apartments. From the description of rails, I see rails as having reduced urgency right now- we are explicitly at the point of diminishing returns. But having a hole in Tokyo is going to cause real problems.

2) This plan is going to hold off on pushing Anadyr dice, tentatively planning to do the bulk of Anadyr spending in 2061Q1 and the portal research in 2061Q2 and 'Q3, so that we can afford to work on the tendril harvesters. A security review in Heavy Industry is still needed; the area is overdue (it's been three years), and with Anadyr we really don't want moles. I'm taking advantage of the lack of pressure in heavy Industry to push fusion plants harder, because we still need at least two more phases to finish all our Plan commitments and have any kind of an Energy surplus left over.

3) In Agriculture, corpse starch caloric reclamation systems may help us hit the Stored Food target with more wiggle room to spare. I'm strongly in favor of it; it's worth sacrificing a die on the aquaponics bays to explore the possibility. It also saves us 5 R, so hey that's nice.

4) Obviously, in Tiberium, I'm heavily investing in the tentacle harvesters. By throwing things together aggressively, I was able to give us a great chance to hit Stage 1 in a single turn. I'm not so optimistic about Stage 2, because of the need to worry about our Plan targets in other areas; Resources only stretch so far. But we'll see what we can do.

5) Out of regard for @Rakuhn , I have taken the liberty of arranging all options into the order they are found in the turn post. I think.

6) EDIT: Flipped the die from ablatives to Skywatch. Ablatives will get done by turn end, and with the offensive winding down the drain on stockpiles will be dropping, so it should be fine for another turn. If we're going to get Skywatch done this turn (and now there's a groundswell of support), we might as well do it now.
 
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[X] Plan Secure the Gains

[X] Plan Secure the Gains + Fortresses

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
 
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Yeah, but we might want to concentrate on other priorities first, like rebuilding Tokyo from Bintang's latest Godzilla impersonation, and maaaybe housing for refugees since we're approaching the point where we have nowhere to stash them that isn't a fortress town, even if admittedly said fortress towns are reasonably secure at the moment.



So here's my plan. I have dramatically changed to shift focus away from Anadyr and towards getting Phase 1 of the tentacle harvesters rolled out, for reasons I'm sure everyone will understand. :p

Budget:
985/985 R
7/7 Free Dice

[] Plan Mad Science Inbound- Tentacles and Phasers on Stun
Infrastructure (+34) 6/6 Dice 95 R
-[] Yellow Zone Fortress Towns (Phase 6) 112/300 (2 Dice, 40 R) (47% chance)
-[] Blue Zone Apartment Complexes (Phase 2) 28/160 1 die 10R (18% chance)
-[] Tokyo Harbor Reconstruction (New) 0/360 (3 Dice, 45 R) (28% chance)
Heavy Industry (+29) 5/5 Dice 70 R
-[] Continuous Cycle Fusion Plant (Phase 7) 153/300 (3 Dice, 60 R) (99% chance of Phase 7)
-[] Crystal Beam Industrial Laser Development 0/80 1 die 10R (70% chance)
-[] Security Review
Light and Chemical Industry (+24) 5/5 Dice 90 R
-[] Bergen Superconductor Foundry (Phase 1+2) 71/285 (2 Dice, 60 R) (Phase 1, 13% chance of Phase 2)
-[] Civilian Drone Factories 0/380 (3 Dice, 30 R) (3/5 median)
Agriculture (+24) 4/4 Dice 45 R
-[] Blue Zone Aquaponics Bays (Phase 3) 30/280 (2 Dice, 20 R) (90% chance of Phase 3, expected 2/3.25 median to Phase 3)
-[] Freeze Dried Food Plants 126/200 (1 Die, 20 R) (66% chance)
-[] Caloric Reclamation Processor Development (New) 0/40 (1 Die, 5 R) (100% chance)
Tiberium (+39) 7/7 Dice + 2 Free Dice 255 R
-[] Intensification of Green Zone Harvesting (Stage 6+7) 46/200 (1 Die, 15 R) (Stage 6, 1% chance of Stage 7)
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
Orbital (+26) 6/6 Dice + EREWHON!!! 140 R
-[] Lunar Rare Metals Harvesting (Phase 1) 0/150 (2 Dice, 40 R) (67% chance)
-[] Lunar Regolith Harvesting (Phase 2) 50/320 (3 Dice, 60 R) (32% chance)
-[] Lunar Heavy Metals Mines (Phase 3) 217/375 (1+E Dice, 40 R) (36% chance of Phase 3)
Services (+27) 5/5 Dice 85 R
-[] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% chance)
-[] Hallucinogen Development 0/60 (1 Die, 15 R) (88% chance)
-[] Less Lethal Security Electrolaser Development (New) 0/50 (1 Die, 10 R) (98% chance)
Military (+26) 8/8 Dice + 4 Free Dice 205 R
-[] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (1 Die, 10 R) (1/2 median)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
Bureaucracy 4/4 + 1 Free Dice
-[] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
-[] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)

ARGUMENTS:

1) Prioritizing Tokyo reconstruction (which will help patch up our naval posture in the Pacific) over either rails or apartments. From the description of rails, I see rails as having reduced urgency right now- we are explicitly at the point of diminishing returns. But having a hole in Tokyo is going to cause real problems.

2) This plan is going to hold off on pushing Anadyr dice, tentatively planning to do the bulk of Anadyr spending in 2061Q1 and the portal research in 2061Q2 and 'Q3, so that we can afford to work on the tendril harvesters. A security review in Heavy Industry is still needed; the area is overdue (it's been three years), and with Anadyr we really don't want moles. I'm taking advantage of the lack of pressure in heavy Industry to push fusion plants harder, because we still need at least two more phases to finish all our Plan commitments and have any kind of an Energy surplus left over.

3) In Agriculture, corpse starch caloric reclamation systems may help us hit the Stored Food target with more wiggle room to spare. I'm strongly in favor of it; it's worth sacrificing a die on the aquaponics bays to explore the possibility. It also saves us 5 R, so hey that's nice.

4) Obviously, in Tiberium, I'm heavily investing in the tentacle harvesters. By throwing things together aggressively, I was able to give us a great chance to hit Stage 1 in a single turn. I'm not so optimistic about Stage 2, because of the need to worry about our Plan targets in other areas; Resources only stretch so far. But we'll see what we can do.

5) Out of regard for @Rakuhn , I have taken the liberty of arranging all options into the order they are found in the turn post. I think.
Simon, if you can shift one die from Halucinogen Countermeasures or Ablative Plating over to Skywatch, we lost a bunch of probes out by Jupiter and I want to know why. I'm doing a similar mod to my own plan, but I get the feeling you don't have a firm commitment to either of those two military options and there is a mystery to solve here.
 
[Waving a broom at the shinies] No! Back, foul harlot!

[X] Plan Secure the Gains
[X]Plan Shining Knight-Ghost 1.5
[X] Plan: Snappy Title

INFRASTRUCTURE 6/6 (+34) 90R
-[X] Yellow Zone Fortress Towns (Phase 6) 112/300 3 dice 60R 95%
-[X] Blue Zone Apartment Complexes (Phase 2 + 3) 28/320 3 dice 30R 33%

HEAVY INDUSTRY 5/5 (+29) 120R
-[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 3 dice 60R 99%
-[X] Isolinear Chip Foundry Anadyr 0/320 1 die 50R (median 1/4)
-[X] Crystal Beam Industrial Laser Development: 0/80 1 die 10R 70%

LIGHT/CHEMICAL INDUSTRY 5/5 (+24) 110R
-[X] Civilian Drone Factories 0/380 2 dice 20R
-[X] Bergen Superconductor Foundry (Phase 1+2) 71/285 3 dice 90R 68%

AGRICULTURE 4/4 + 1 (+24) 55R
-[X] Blue Zone Aquaponics Bays (Phase 3) 30/140 2 dice 20R 90%
-[X] Strategic Food Stockpile Construction (Phase 2) 38/150 1 die 10R
-[X] Freeze Dried Food Plants 126/200 1 die 20R 56%
-[X] Caloric Reclamation Processor Development (New) 0/40 1 die 5R 100%

TIBERIUM 7/7 (+39) 115 R
-[X] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
-[X] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 3 dice 45R 72%
-[X] Railgun Harvester Factory (Porto) 44/70 1 die 10R 100%

ORBITAL 6/6 + 1 + Erewhon 160R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 0/285 3 dice 60R 17%
-[X] Lunar Regolith Harvesting (Phase 2) 50/320 2 dice + Erewhon 60R 12%
-[X] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%

SERVICES 5/5 90R
-[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Hardlight Interface Development 0/40 1 die 15R 100%

MILITARY 8/8 + 5 230R
-[X] Firehawk Wingmen Drones 215/450 3 dice 60R 57%
-[X] Escort Carrier Shipyard (Dublin) 0/240 3 dice 60R 54%
-[X] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
-[X] Shark Class Frigate Shipyard (Seattle) 0/300 2 dice 40R
-[X] Railgun Munitions Development 0/60 1 die 10R 87%
-[X] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
-[X] Skywatch Telescope System 0/95 1 die 10R 47%

BUREAUCRACY 2/4
-[X] Security Reviews (Bureaucracy dept): DC50 2 dice 100%

FREE 7/7
EREWHON 1/1
RESOURCES 970 / 975+10

So I'll be the first to admit that this plan is not sexy. I am not doing any of the really shiny new options, like portal development. What I am doing is focusing on making solid progress toward either our mandatory plan goals or mitigating encroaching issues (Firehawk drones to reduce Air Force attrition, Health, increasing food consumption) on as many fronts as possible.

In particular I'd like to bat for Caloric Reclamation Processors. The benefit of CRaP is it opens up another avenue for producing Stored Food, which in turn takes pressure off Agri and means we can (ideally) spare dice to do Ranching Domes or Kudzu or whatever other extra thing people want in that section.
 
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Simon, if you can shift one die from Halucinogen Countermeasures or Ablative Plating over to Skywatch, we lost a bunch of probes out by Jupiter and I want to know why. I'm doing a similar mod to my own plan, but I get the feeling you don't have a firm commitment to either of those two military options and there is a mystery to solve here.
I flipped the die on ablatives to Skywatch. I missed that particular detail in the shuffle.

Hallucinogen Countermeasures stays, because that's in the plan for a specific reason: Namely, to help keep Nod commandos from being able to use hallucinogens to rapidly steal all the cool shit we're going to be developing in the next couple of years. Aside from Skywatch it was literally the only thing I considered doing in Military that isn't a Plan requirement or quasi-requirement, and I had a strong reason for choosing it in particular, and for choosing it ASAP. It's a "fuck you, Remembrancers" action, basically. Because they use hallucinogen grenades.
 
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Military (+26) 8/8 Dice + 4 Free Dice 205 R
-[] Firehawk Wingmen Drones 215/450 (3 Dice, 60 R) (57% chance)
-[] Skywatch Telescope System 0/95 (1 Die, 10 R) (47% chance)
-[] Railgun Munitions Development 0/60 (1 Die, 10 R) (87% chance)
-[] Ablat Plating Deployment (Stage 5) 54/200 (1 Die, 10 R) (1/2 median)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Escort Carrier Shipyards (Nagoya) 0/240 (3 Dice, 60 R) (54% chance)
-[] Shark Class Frigate Shipyard (Melbourne) 172/300 (2 Dice, 40 R) (82% chance)
-[] Mastodon Heavy Assault Walker Development 0/30 (1 Die, 10 R) (100% chance)
This section only uses 13 dice, not 14. It also totals up to 215R, not 205R, putting you 10R over budget.

In the bigger picture, going all-in on the Harvesting Tendrils ignores that the war is still ongoing. Just because our offensive is winding down, doesn't mean NOD is going to stand down either. We need to be prepared for the inevitable backlash, and projects like GZ Intensification and the Railgun Harvesters help secure against raiding and larger attacks.
 
Yeah, Harvesting Tendrils is a long term project. I'm not even sure the income return on investment is better than Vein Mines, so it is really all about the increased efficiency from finishing it.
Which I don't really want to commit to until we finish Railgun Harvesters and Green Zone Intensification. (And I guess the Processing Refits.)
And that will only push back starting it by a turn anyway.
 
Harvest Tendrils I want to try and push this plan but I feel we need to spike our income to carry us through the last year of the plan at full steam. Tendril investment is too many dice this turn. Probably Q2-Q4 we can slam it.
 
To be fair though as mentioned on the Blurb

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

Which means that it could cause synergy that will increase the average income or reduce needed progress for future harvesting
 
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The Yellow Zone Tiberium Harvesting (Phase 10) description suggests that GDI analysts believe that GDI has Operation Steel Vanguard has conquered much of Nod's long time strategic buffer territories and expansion beyond Phase 10 into the Nod deep heartlands may drive Nod to more extreme measures.

However, we should not consider ourselves necessarily safe from large scale Nod counteroffensives by simply not expanding beyond Phase 10. Military powers fear and react to the loss or potential loss of very long held buffer territories almost as strongly as an invasion of core territories. Much of the recently conquered territories were held by Nod for decades and now GDI sits on top of these lands. I am sure that many Nod commanders would desperately want to reconquer these buffer territories as soon as possible to avenge previous defeats and to remove the presence of GDI forces so close to their core Nod territories. Unlike with previous Yellow Zone offensives, Nod commanders may not accept the new post-Steel Vanguard GDI-Nod borders so easily and the war is not over until both sides accept it. We should be prepared for the possibility of major Nod counteroffensives.
 
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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.
Revisions, thank you to @Lightwhispers for suggestions.

Available Resources:
Resources: 985
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)

[X]Plan Shining Knight-Ghost 1.5
-[X] Infrastructure (6 Dice + 1 Erewhon Dice, 85 Resources)
--[X] Blue Zone Apartment Complexes (Phase 2) (4 Dice, 40 Resources)
--[X] Tokyo Harbor Reconstruction (2 Dice , 30 Resources)
--[X] Bureau of Arcologies (1 Erewhon Dice, 15 Resources)
-[X] Heavy Industry (5 Dice + 0 Free Dice, 90 Resources)
--[X] Continuous Cycle Fusion Plants (4 Dice, 80 Resources)
--[X] Division of Alternative Energy (1 Dice, 10 Resources)
-[X] Light and Chemical Industry (5 Dice + 0 Free Dice, 110 Resources)
--[X] Bergen Superconductor Foundry (3 dice, 90 Resources)
--[X] Civilian Drone Factories (2 Dice, 20 Resources)
-[X] Agriculture (4 Dice + 0 Free Dice, 50 Resources)
--[X] Blue Zone Aquaponics Bays (2 Dice, 20 Resources)
--[X] Freeze Dried Food Plants (1 Dice, 20 Resources)
--[X] Strategic Food Stockpile Construction (1 Dice, 10 Resources)
-[X] Tiberium (7 Dice + 1 Free Dice, 170 Resources)
--[X] Yellow Zone Tiberium Harvesting (2 Dice, 40 Resources)
--[X] Intensification of Green Zone Harvesting (1 Dice, 15 Resources)
--[X] Red Zone Tiberium Harvesting (1 Dice, 25 Resources)
--[X] Red Zone Containment Lines (2 Dice, 50 Resources)
--[X] Tiberium Processing Refits (1 Dice, 20 Resources)
--[X] Railgun Harvester Factories (1 Free Dice, 20 Resources)
---[X] Porto (1 Free Dice)
-[X] Orbital Industry (6 Dice + 1 Free Dice, 140 Resources)
--[X] GDSS Enterprise (5 Dice, 100 Resources)
--[X] Lunar Heavy Metals Mines (1 Dice +1 Free Dice, 40 Resources)
-[X] Services (5 Dice + 0 Free Dice, 95 Resources)
--[X] Automatic Medical Assistants (4 Dice, 80 Resources)
--[X] Hardlight Interface Development (1 Dice, 15 Resources)
-[X] Military (8 Dice + 5 Free Dice, 220 Resources)
--[X] Wingman Drone Deployment (3 Dice, 60 Resources)
---[X] Firehawk Wingmen (3 Dice)
--[X] Railgun Munitions Development (2 Dice, 20 Resources)
--[X] Ablat Plating Deployment (2 Dice, 20 Resources)
--[X] Escort Carrier Shipyards (1 Dice + 3 Free Dice, 80 Resources)
---[X] New York (1 Dice + 2 Free Dice)
---[X] Dublin (1 Free Dice)
--[X] Shark Class Frigate Shipyards (2 Free Dice, 40 Resources)
---[X] Melbourne (2 Free Dice)
-[X] Bureaucracy (4 Dice + 0 Free Dice, 0 Resources)
--[X] Conduct Economic Census (4 Dice)

Total Spending: 960 Resources, all Category Dice, 1 Erewhon Dice, 7 Free Dice

Had to tweak specific spending items a bit. Goal here is lots of apartments, automating Arcologies, fixing that harbor before we do anything there, POWER, Drones give lots of small bonuses and bluntly are cheap, food dice spread is to try and round up various phases, Tiberium is a combo of holding back Red Zones, carefully finishing current YZ ops phase, and some capacity expansion. Orbital is pushing plan goals, basically.
I dropped ASAT for Ablat because the latter is marked very high priority and is a bit cheaper, and honestly has a slightly higher chance of finishing this turn anyway (50/200 instead of 35/220, roughly). Firehawk wingmen is my top priority of Drones, Railgun munitions is my exception to "no development" because of how damn critical it is, and SHIPS GOD SHIPS.
 
Definitely no on shining knight.

Not a good idea to give up a dice when we have lots of resources. Do that after we redistribute to other areas and have more dice than we can use.
 
Definitely no on shining knight.

Not a good idea to give up a dice when we have lots of resources. Do that after we redistribute to other areas and have more dice than we can use.
I disagree, mainly because I'd much rather get a head start on rolling out automations that allow us to bypass round after round of nitpicking arguments about whether or not to build more housing. And I don't trust "oh we'll do it eventually" any more.
 
Looks like, with our 10R reserve, we're only 2.54R short of the average for this turn. And a certain portal project very much makes Services the most expensive per-die on average.
I disagree, mainly because I'd much rather get a head start on rolling out automations that allow us to bypass round after round of nitpicking arguments about whether or not to build more housing. And I don't trust "oh we'll do it eventually" any more.
It's hardly going to stop "nitpicking arguments" when it's a mere +1 Housing per turn, and we're currently 32 points far behind that. (And growing at 5 point per turn.) If you start the bureau now, we'll still need to build even more housing on top of it.
 
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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)

Interesting. We should drop some dice on this when we've cleaned up our requirements.

[X] Plan Carriers and Power
 
Maybe we should activate the Arrcology Bureau in Q4 2061? That way we can have fewer dice for infra on fourth plan and then regain it and the bonus via Graduates and AEVA
 
[X] Plan Industry Prep Portal version
[X] Plan Industry Prep Advamced Alloys Version
[X] Plan Secure the Gains
[X]Plan 'Scrape the bottom of the barrel for Resources for Portals And Boats.'
[ ] Mad Science Inbound: Tentacles and Phasers on Stun
 
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Just to clarify, this is your actual plan?
Yes, modulo any minor edits I might want to make to, say, fix a mistake.

I'm not sure that kind of endorsement vote actually works when you tag someone instead of just using their name, so you may need to do it as just "Simon_Jester" without the @ and the [user] tags.

This section only uses 13 dice, not 14. It also totals up to 215R, not 205R, putting you 10R over budget.
Well it ought to be using twelve- what happened was that I forgot to delete the ablatives die like I intended to do. With the deletion (now fixed and done), the change from ablatives to Skywatch was revenue-neutral, so the budget is now fixed.

In the bigger picture, going all-in on the Harvesting Tendrils ignores that the war is still ongoing. Just because our offensive is winding down, doesn't mean NOD is going to stand down either. We need to be prepared for the inevitable backlash, and projects like GZ Intensification and the Railgun Harvesters help secure against raiding and larger attacks.
I'm not gonna lie, I think the benefit of doing those railgun harvester factories is going to be really freaking marginal. We've already got massive operations in the Green Zones, we've already done a ton of railroad construction and built 2/3 of the overall railgun harvester factory production capacity- and those factories have been running for a year or more, so getting two more factories one quarter sooner isn't going to make a decisive difference.

The projects you're talking about contribute, but the only one that really has the potential to be a game-changer for the military situation on the new frontiers is fortress towns. Because that's the thing where there's a plausible scenario (a surviving major warlord with blood in their eye launches a major counterattack) in which having the fortress town could make the difference between a serious tactical reverse (GDI takes heavy losses and is forced to retreat quite a ways locally) and a relatively minor reverse (GDI loses a little ground and maybe that one fortress town, but a lot less in personnel and actual land area).

I'm going to be honest, I think we have an exaggerated sense of how much our "help Steel Vanguard" projects are actually helping. Having an extra +90 RpT of income enabling the Treasury to spend more on good stuff in the coming turns, and then having part of that farmed out to the military budget, is gonna help the military hold that ground too, you know.

...

Furthermore, the thing I want to point out is... We've been kicking the warlords in the face on land for six to eight months. They've had to deploy their big heavy hitters and good troops to stop us, and they've failed to stop us, probably losing a fair amount of forces in the process. They're tired; they've lost people and equipment in these battles, not just land. They're unlikely to, as a whole, be ready to launch major counterattacks right away. Sure, Krukov might roll a 90 and we might roll a 20 and then we take a hit and get knocked back a little in fucking Siberia or something, but...

...At some point, we need to recognize that the war situation is not the only, or even the primary, responsibility we have. Actually managing the economy is very much also our job, and quite frankly the tentacle harvesters are a big boost for the economy.

Fiddling around the edges of the war effort with some equipment that's kind of nice but ultimately incapable of deciding a major land battle is not necessarily a higher priority.

...

In theory, in the event that the warlords are more full of pepper than I expect, and if the dice go against us, frankly? We can afford to lose a little ground or a land battle to Nod here and there. GDI is big and well armed and has a ton of defense in depth, and Nod is, for the moment, kind of beat up and probably wishing they could have a time-out.

Let's not let our desire to use the Treasury as an implement of defeating Nod get in the way of our real mission here.

Harvest Tendrils I want to try and push this plan but I feel we need to spike our income to carry us through the last year of the plan at full steam. Tendril investment is too many dice this turn. Probably Q2-Q4 we can slam it.
Harvest Tendrils is one of the best income-spiking options we have. Where else are you going to get +90 RpT for 600 Progress? Planning to open some glacier mines? ZOCOM might cry.

If we wait until Q3 or Q4 to slam it out, we lose most of the benefits of having done it as a way to fund all the big expensive projects we want to do, like Anadyr and Bergen and research gachas and portal research and refitting the Navy with modern lasers.

Yeah, Harvesting Tendrils is a long term project. I'm not even sure the income return on investment is better than Vein Mines, so it is really all about the increased efficiency from finishing it.
Harvesting Tendrils gives us +90 RpT for 600 Progress at 30 R/die. To beat that with vein mining, we'd need four phases of the project, giving +100 RpT for roughly 780 Progress at 20 R/die. So yeah, strictly speaking, we'd get a better result from slamming out vein mining phases. On the other hand, we'd burn -4 Capital Goods while we're also building war factories and expecting to have to give back the 10 Capital Goods we took from the civilian economy for the war emergency any time now.

Also, having the advanced harvesters ready to go late in this plan and early in next plan when we're ready to go Red Zone Border Offensives -> Super Glacier Mines is going to make a huge difference. We're explicitly told that this project will give us major boosts to Red Zone operations. It, and ion storm collectors, should be ready for when we actually make that push.

Which I don't really want to commit to until we finish Railgun Harvesters and Green Zone Intensification. (And I guess the Processing Refits.)
And that will only push back starting it by a turn anyway.
We could really use the income surge, like really. We have something like 400-500 R worth of very expensive 'passion project' mad science and xenotech manufacturing that needs doing between now and the end of the Plan. Getting that +90 R now while it still has time to pay into our budget for four more turns will help with that a lot.

The Yellow Zone Tiberium Harvesting (Phase 10) description suggests that GDI analysts believe that GDI has Operation Steel Vanguard has conquered much of Nod's long time strategic buffer territories and expansion beyond Phase 10 into the Nod deep heartlands may drive Nod to more extreme measures.

However, we should not consider ourselves necessarily safe from large scale Nod counteroffensives by simply not expanding beyond Phase 10. Military powers fear and react to the loss or potential loss of very long held buffer territories almost as strongly as an invasion of core territories. Much of the recently conquered territories were held by Nod for decades and now GDI sits on top of these lands. I am sure that many Nod commanders would desperately want to reconquer these buffer territories as soon as possible to avenge previous defeats and to remove the presence of GDI forces so close to their core Nod territories. Unlike with previous Yellow Zone offensives, Nod commanders may not accept the new post-Steel Vanguard GDI-Nod borders so easily and the war is not over until both sides accept it. We should be prepared for the possibility of major Nod counteroffensives.
You're right, but I predict an operational pause before they are ready to launch such counteroffensives in force. We need to fortify the border, but that means a combination of fortress towns and railroads. Tiberium harvesting operations are a second-order priority by comparison, not that they don't matter, but expanding them isn't something we have a duty to do for the war effort at the expense of actual economic growth.

--[] Bureau of Arcologies (1 Erewhon Dice, 15 Resources)
--[] Division of Alternative Energy (1 Dice, 10 Resources)
I could quibble over a lot of this, but this is just a really bad time to do these things. Right now, if we need +Housing it is FAR more efficient by every metric for us to throw Infrastructure dice into building apartments.

If you take this option, between now and the end of the plan, we lose five Infrastructure dice and 75 R to get +5 Housing. If we spend five Infrastructure dice on apartments, we spend 50 R to get +12 Housing.

Similar objections apply to the Division of Alternative Energy, though there, at least, we save Resources (it costs 50 R and 5 Heavy Industry dice to get +15 Energy, whereas it costs about 80 R and 4 Heavy Industry dice to build a phase of fusion reactors for +16 Energy).

The Division of Alternative Energy will make sense as a 2062Q1 action, because it's going to be cheaper budget-wise than building fusion reactors and we're going to be straining to fund all our dice anyway. It doesn't make sense now when we can afford to spend extra Resources to get projects done a little quicker.

The Bureau of Arcologies, as written, is basically never going to be all that great an idea, unless we are politically pressured into doing it. Which we're not, right now.

I disagree, mainly because I'd much rather get a head start on rolling out automations that allow us to bypass round after round of nitpicking arguments about whether or not to build more housing. And I don't trust "oh we'll do it eventually" any more.
People are proposing to build housing now. And the bureau won't actually build housing fast enough to do anything meaningful about the refugee wave, because those guys are coming in at +5 per turn, and the bureau builds at +1 per turn. We still have to slam out phase after phase of apartments, and we won't have as many tools to do so.
 
Yes, modulo any minor edits I might want to make to, say, fix a mistake.

Just checking since it didn't have any of the Xs in it.

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun

I think all the talk of supporting military plans is irrelevant now. The main fighting seems done and all the "supports initiative X" tags are gone. The wars pretty much done I think.
 
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