Okay, got some issues with the leading plan, "Secure the Gains..."

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.
I'm hesitant to triple up on security sweeps as you do, because it means we have a risk of failure. And these are departments that haven't been swept in a while, so there's a higher risk of something actually being wrong. And my understanding is, sometimes we may get Bad Shit when we sweep a department that actually has significant Nod infiltration and fail.

I'd much rather just focus effort on two projects at once (Bureaucracy and Heavy Industry) and save the Orbital project for a little while down the road when we have a chance.

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.
The reason I'm pushing tentacle harvesters is partly because they're good for that too- explicitly listed as impacting the cost of such projects in the future.

Services I'm trying to clear out some tech backlog, especially with gachas incoming.
Honestly, gachas are on my mind too. The thing is, gachas aren't a reason we need to clear backlog. They're a reason we need money. Lots of cash. With cash, we can fund stuff like portal research and Anadyr and multiple dice on gachas to have a good chance of a first-turn success. Without cash, not so much.

-[]Heavy Industry (5 dice + 1 Free) 120 Resources
--[] Continuous Cycle Fusion Plants (Phase 7), 3 dice (60R)
--[] Crystal Beam Industrial Laser Development (Tech), 1 die (10R)
--[] Isolinear Chip Foundry Anadyr, 1 die (50R)
--[] Security Review (Heavy Industry), 1 die (unrolled)
I can respect the desire to start work on Anadyr, but personally I think we need to focus- go big or go home. Either that, or find a way to dig up enough of a Resource budget that we can do 2-3 Anadyr dice and a portal die and have a normal turn budget elsewhere all at once... which is where a project like Tendril Harvesters comes in.

-[]Tiberium (7 dice) 105 Resources
--[] Yellow Zone Tiberium Harvesting (Phase 10), 2 dice (40R)
--[] Intensification of Green Zone Harvesting (Stage 6), 2 dice (30R)
--[] Railgun Harvester Factories (Bissau), 1 die (10R)
--[] Railgun Harvester Factories (Porto), 1 die (10R)
--[] Ion Storm Collector Panel Development (Tech), 1 die (15R)
See previous. This is a very cheap Tiberium plan, but frankly, I think its main advantage is cheapness. I think its effect on actually securing the new frontiers will be kind of marginal, while the effect of getting a big surge of +RpT to finish the Plan out would be very significant what with all the expensive stuff we want to do.

Just checking since it didn't have any of the Xs in it.
Crud, I'll fix that.

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.
Well... I think Nod will probably do some attacking. But some of the warlords are pretty beat up (Gideon and whoever's in charge on Reynaldo's sector, for instance), and some are busy (Mehretu and the Caravanserai are fighting), and some are territorially intact but have probably lost a lot of forces and are temporarily weakened (Bintang).

So I think we'll be able to take a few hits from Nod, and I don't think even those hits are likely to come in 2060Q4 in particular, because I think Nod doesn't have its next round of offensives all lined up and ready to go after being on the ropes and taking a beating for six or eight months.
 
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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.
Given how incredibly expensive war is, I think it's terribly foolish to risk losing the territory we've gained by just ignoring the projects that have been building defensive lines right behind the military advance this entire time. NOD hasn't, overall, stopped GDI, but they've certainly bled our momentum dry. If there's any time for large-scale counterattacks, it's now, before we've built defenses to solidify the current borders.

And GDI didn't spend so many lives to spit in NOD's eye. The more territory we have, the more we can functionally mitigate Tiberium and work towards saving humanity. I don't feel like giving NOD a little land back, as a treat. I'd like to do what we can to secure what we've gained before turning around and making our numbers go up.

Meanwhile, in terms of managing our economy... we have multiple Plans this turn that manage to make progress on even the extremely-expensive Portal project. We're already near or at the income level needed to fulfill the Treasury's needs for the rest of the Plan. So while we still want to increase our income before the Plan ends, other things are more immediately more important - such as doing our part towards helping the war wind down by doing what we can to reinforce and support our new frontlines.
 
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun

Yeah it makes sense. We need to do tendril development asap. Knock out the first phase this turn and attempt to knock out the next phase in the following turn to get that sweet sweet boosted income to every tiberium harvesting activity henceforth. Seriously we have rolled the lowest possible result so often it would be nice to have our lowest possible return from now on being a 10 rather then a 5.

The extra 360+300 Resources would also go a long way to getting crystal computing and pinhole wormhole research before the end of the plan as well. Otherwise I just don't see us actually scrapping together enough resources before the end of this four year plan to actually get the funds for those activities.

I'm also a fan of finally getting that telescope web set back up so we can have an early warning system in place for the next alien invasion or asteroid collision.
 
Given how incredibly expensive war is, I think it's terribly foolish to risk losing the territory we've gained by just ignoring the projects that have been building defensive lines right behind the military advance this entire time. NOD hasn't, overall, stopped GDI, but they've certainly bled our momentum dry. If there's any time for large-scale counterattacks, it's now, before we've built defenses to solidify the current borders.
The thing to do, then, is to build fortress towns.

Harvesting operations aren't defensive lines. They do only a little to reinforce defensive lines. The real defensive lines are those being held by the armies themselves, who almost by definition must hold a more or less continuous perimeter at the border of the territory we can even consider harvesting.

So basically, you're advocating for investment in fortress towns, not for investment in green zone harvesting operations and railgun harvesters. Railgun harvesters are desirable because they counter raids, but raids do not threaten to take away territory from us. Green Zone harvesting expansion doesn't help that much either, because it gets us lots of little bases that are the equivalent of a refinery with a few turrets and a barracks- nothing capable of standing up to serious Nod firepower.

GDI is only going to lose some of the territory it has gained if one of the warlords launches a major push with strong, intact troops. And that is the kind of offensive that little fortified harvester bases and railgun harvesters cannot stop; to stop that, you would need a fortress town.

Now, if you'd like me to try and figure out how to fund a third die on the fortress towns, so we can be reasonably sure of actually getting a new phase of forts up at the border of our new territory? I'm willing to consider that, though I'd probably make it a variant rather than a straight edit of my plan. I'd probably pull funds off the Tokyo reconstruction and shift around the dice- say, put one Tokyo die onto fortresses and one onto apartments, or maybe find another place to scrape up 5 R from.

And GDI didn't spend so many lives to spit in NOD's eye. The more territory we have, the more we can functionally mitigate Tiberium and work towards saving humanity. I don't feel like giving NOD a little land back, as a treat. I'd like to do what we can to secure what we've gained before turning around and making our numbers go up.
I don't feel like giving Nod a little land back, but I don't think we can realistically insulate ourselves from that possibility happening somewhere in the world. It's a big world. Nod's gonna roll well somewhere, or we're gonna roll badly somewhere.

Hell, in other places the opposite will probably happen- our forces will roll high, they'll feel more or less ready to go a little farther, we'll gain some territory there. It'll probably average out, much as it does at other times when we're not on high-alert maximum-offensive.

Sure, I'm in favor of defending our territory, but not at the expense of undermining our ability to grow the war economy that sustains our capacity to defend our territory in the face of increasingly threatening Nod weapons and technology, and that sustains our ability to roll back tiberium and to prepare for evacuation of the planet should that become necessary.

Meanwhile, in terms of managing our economy... we have multiple Plans this turn that manage to make progress on even the extremely-expensive Portal project.
These plans tend to come at the expense of doing much of anything else expensive, which is the problem.

We have a budget of roughly 1000 R, rounding off a bit here. We have 53 dice to activate, as I recall- I could be off by one or two. If all we want is to do a boatload of 15-20 R/die projects, that's not a problem.

But we have, at most, a surplus budget of maybe 200 RpT or so to spend on expensive stuff before it starts eating into our capacity to do things that we want. Notice that no one is even considering doing two dice on portals, though that's the minimum necessary to finish it in one turn. I got yelled at for being willing to spend 150 R for three Anadyr dice because it's too much money..

An income surge that puts us higher above our baseline, to the point where we have more freedom of action, would really help ensure that we can complete the array of high-cost projects we have on hand:

Anadyr, portals, Bergen, research gachas, navy laser refits, shuttles... The list goes on. Funding all this stuff in just five turns is hard, and some more surplus income over the minimum 750-850 RpT or so required to adequately fund all our dice and pursue our plan requirements (especially in Orbital and Military where it seems like every damn thing is 20 R/die) would really help.

We're already near or at the income level needed to fulfill the Treasury's needs for the rest of the Plan. So while we still want to increase our income before the Plan ends, other things are more immediately more important - such as doing our part towards helping the war wind down by doing what we can to reinforce and support our new frontlines.
I think we've already done our part. I think we've built several phases of rail lines and fortress towns since Steel Vanguard started, and are set to build another fortress phase now or next turn. That gives us a solid outer defensive perimeter GDI can hold. Theoretically one warlord or two might do well here or there and poke a bit into the line, but that's the kind of thing that can be handled by localized counterattacks, and that... Well, in the grand scheme of things isn't necessarily high-impact.

I don't want Nod to get salients, but I don't think we should treat, say, "Krukov rolls well and gets a salient" as some kind of disaster that justifies massive sacrifices on our part.

Yeah it makes sense. We need to do tendril development asap. Knock out the first phase this turn and attempt to knock out the next phase in the following turn to get that sweet sweet boosted income to every tiberium harvesting activity henceforth.
I don't think we can do the second phase in one turn. It's really big; we'd need like 10 dice to be reasonably confident of pulling that off. But the first phase is just within reach, and we can do it as our "mega-expensive mad science passion project" this turn to ensure that we can fund other mega-expensive passion projects (Bergen, shuttles, Anadyr, portals, research gachas, navy laser refits) next turn.

I'm also a fan of finally getting that telescope web set back up so we can have an early warning system in place for the next alien invasion or asteroid collision.
That's in my plan.

What makes the tendrils important again?
They are a dramatically more efficient way to harvest tiberium than existing technologies. Existing GDI harvesters work by just beating on the tiberium with sharp bits of metal and scraping the pieces into a box, which is expensive and you have to replace harvester parts a lot. These work by basically you push an articulated metal arm (not really a tentacle) up to the tiberium surface and flip a switch and it starts disintegrating the tiberium and vacuuming it up into a box. Much less replacement and repairs required, safer, neater, saves time and money and works faster.
 
This is a restatement of my plan, but I approval-vote a variant below.


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)

Out of respect for @Derpmind , I'm going to prepare and approval-vote a plan that I think is adjusted to pay more attention to actually holding a defensive perimeter around our new territories against the only realistic threat likely to force us to abandon some of that territory: full-scale Nod counter-attacks by large armies. Which would, in turn, require us to be more confident of completing the fortress towns.

Here, I'm skipping Hallucinogen Development and leaving a Services die fallow. I know, I know, I don't much like it either. But it seemed less unpalatable to me than having to sacrifice two dice of Tokyo reconstruction. Or degrading a die on the shipyards and Firehawk drones to an ablatives die, or sacrificing much of our chance of actually getting the 90 R boost to the 2061Q1 budget that we get for finishing the tendril harvester phase in a single turn. Or giving up one of the two remaining Bergen dice.

Anyway, we do this, and... We get a 95% chance of building a line of powerful fortresses all around the borders of the new territories, instead of a 47% chance.

Historically, Nod has never had much success cracking fortress towns. No matter how motivated they are to regain some of the lost land, overcoming those fortresses will present a significant obstacle, and they will have to take time and effort to assess the new defenses and assemble (out of their own battered forces) armies capable of seizing them.

This will, in turn, give us considerable security against any serious Nod attempt to actually take back the land we've gained from them. It may not stop them from harassing that land (though it helps there too!). But it will almost certainly, barring extreme bad luck on our part (e.g. Natural 1's) stop them from taking that land, or at least from taking any significant amount of it, as opposed to maybe snipping half a dozen pixels off the map here or there somewhere.

Budget:
980/985 R
7/7 Free Dice

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
Infrastructure (+34) 6/6 Dice 105 R
-[X] Yellow Zone Fortress Towns (Phase 6) 112/300 (3 Dice, 60 R) (95% 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) 4/5 Dice 70 R
-[X] Automatic Medical Assistants 101/300 (3 Dice, 60 R) (83% 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)
 
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I wonder why more people aren't putting more dice into Red Zone Border Offensives? They produce a lot of resources and open up super glacier mines.

[X] Plan Carriers and Power
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
 
As I don't really care about the hallucinogen development and I do care about fortress towns I'll change my vote. The other plan it still good but I REALLY want to lock in our gains since it's been a few turns since the last fortress towns.

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In

Edit:

Ah hell with it. The other plans still good enough that I can give it a approval vote.

[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
 
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I wonder why more people aren't putting more dice into Red Zone Border Offensives? They produce a lot of resources and open up super glacier mines.
Speaking personally, because I want the tentacle harvesters and ion storm collectors for the border offensives. The payoff per die on the tentacle harvesters is about as good as for the border offensives, maybe a little better.

And super glacier mines sound like the kind of thing we do in 2062Q1 to suddenly surge a ton of income... which means we need the border offensives ready by 2061Q3 or 'Q4, which means this is a great time to do stuff to prepare for that.

So I'm not putting dice into them now, but only because I'm planning ahead. It's like, I'm planning to do the equivalent of building tank factories and researching better weapons, with the intent of launching Operation Make Green Glaciers Scream some time in the coming autumn when we've got our stuff ready to go.

As I don't really care about the hallucinogen development and I do care about fortress towns I will change my vote. The other plan it still good but I REALLY want to lock in our gains since it's been a few turn since the last fortress towns.

[] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
I respect that, but until and unless the 'Dig In' variant gets some traction, I would like to politely and humbly request that, if you don't mind, maybe you could approval-vote? Right now both "Mad Science Inbound" variants are still way behind the lead, and the perfect is kiiinda the enemy of the good sometimes.

But I'm glad I could come up with a change of plan that makes you happier! :)
 
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
 
[X] Plan Secure the Gains

[X] Plan Secure the Gains + Fortresses
-[X]Infrastructure (6 dice) 90 Resources
--[X] Yellow Zone Fortress Towns (Phase 6), 3 dice (60R)
--[X] Blue Zone Apartment Complexes (Phase 2), 3 dice (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) 180 Resources
--[X] Automatic Medical Assistants, 3 dice (60R)
--[X] Hardlight Interface Development (Tech), Erewhon die (15R)
--[X] Hallucinogen Development 0/60 1 die (15R)
--[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: 980/985 Resources

Sure, whatever. Only Fortress Towns matter, and not all the infrastructure and multiple overlapping projects we build behind them. Fine.

With my apologies to @Crazycryodude, here's a hastily-made plan that clobbers a third die into Fortress Towns. I used the extra resources to switch the Security Electrolaser to doing Hallucinogen Development, as that's what an earlier version of the plan had.
 
I don't think we can do the second phase in one turn. It's really big; we'd need like 10 dice to be reasonably confident of pulling that off. But the first phase is just within reach, and we can do it as our "mega-expensive mad science passion project" this turn to ensure that we can fund other mega-expensive passion projects (Bergen, shuttles, Anadyr, portals, research gachas, navy laser refits) next turn.

You put the percentage for odds of completion at 95%. Usually that means we get some substantial roll over. 150 points of roll over may be unlikely but even just half of that with the same investment of dice should mean we are better then even odds of completing the second phase. Personally I don't know if there even is a third phase available but ensuring that we get 100 resources the following turn and can invest our dice into other things would be more valuable then the potential waste of rolling over this close to plan end. At that point time wasted is worse then resources and dice wasted.


Honestly? 100 resources is already more then we could expect to get from the tiberium harvesting section anyways. So well worth the investment.
 
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I have also decided to change the vote for now as well

[x] Plan Secure the Gains + Fortresses
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
 
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You put the percentage for odds of completion at 95%. Usually that means we get some substantial roll over. 150 points of roll over may be unlikely but even just half of that with the same investment of dice should mean we are better then even odds of completing the second phase.
Huh. In fairness, you might be right.

Eight Tiberium dice means the expected roll is about 8*89.5 = 716/600, rollover probably 116/750. That makes it at least conceivable that we might slam out the second phase of the project in a hurry... But I reserve the right, in drafting a 2061Q1 plan, to break it into two steps just so we can do something, anything else with Tiberium. And so we have resources to spare for the mandatory Anadyr work, the portal work, and all that other stuff.

Remember, we're so close to the end of the Plan that we don't get a lot of time to benefit from the +RpT bursts either way. I think it's still worth it to have another 360 R (90 RpT for four turns) to invest from this phase, sure. But trying to finish Phase 2 in 2061Q1 still only gives us another 300 R (100 RpT for three turns) on top of that, and at the price of spending a LOT of budget on the project. We might barely break even.

When we have so much else to do, it might not be worth it. I'm willing to spend 240 R to get 360 R, but I'm not sure I'm willing to spend another 240 R to get another 300 R, especially when it makes it harder for me to spend heavily on stuff like Bergen and Anadyr and portals on that critical turn.

Honestly? 100 resources is already more then we could expect to get from the tiberium harvesting section anyways. So well worth the investment.
I dunno, a big vein mining push is actually pretty close, budget-wise. Especially since it costs less up front.

My reasoning is: If this ends up stretching ZOCOM, we don't have capacity to build anything for them for at least half a year.
I figure ZOCOM will probably be okay for a little while, and we could actually do some projects for them if we really had to. If we keep spending 10+ dice per turn on Military, we're set to finish everything mandatory with a little wiggle room left over.

But it'd be tight.
 
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Huh. In fairness, you might be right.

Eight Tiberium dice means the expected roll is about 8*89.5 = 716/600, rollover probably 116/750. That makes it at least conceivable that we might slam out the second phase of the project in a hurry... But I reserve the right, in drafting a 2061Q1 plan, to break it into two steps just so we can do something, anything else with Tiberium. And so we have resources to spare for the mandatory Anadyr work, the portal work, and all that other stuff.

Remember, we're so close to the end of the Plan that we don't get a lot of time to benefit from the +RpT bursts either way. I think it's still worth it to have another 360 R (90 RpT for four turns) to invest from this phase, sure. But trying to finish Phase 2 in 2061Q1 still only gives us another 300 R (100 RpT for three turns) on top of that, and at the price of spending a LOT of budget on the project. We might barely break even.

When we have so much else to do, it might not be worth it. I'm willing to spend 240 R to get 360 R, but I'm not sure I'm willing to spend another 240 R to get another 300 R, especially when it makes it harder for me to spend heavily on stuff like Bergen and Anadyr and portals on that critical turn.


I dunno, a big vein mining push is actually pretty close, budget-wise. Especially since it costs less up front.


The main draw isn't the immediate gainz. It is the fact that it would bump up our minimum resource income amount. Considering how often we roll the lowest possible amount that means we can get around a 100% to 50% increase for every future mining action undertaken. The extra 5 rpt for each completed tiberium ming project would rather quickly add up.

Especially at the beginning of a four year plan when our rpt has been slashed to ribbons and we have to desperately grab for all of the income increasing actions we can manage. Being able to hit our stride 2 or even 3 turns sooner would have vastly increased long term gainz improvement over the alternative.

Personally I find the extra 100 rpt to be of secondary concern but they still substantially effect our ability complete more objectives.

What else would you be spending tiberium dice on anyways? While this second phase might not be directly as efficient as vein mining that is only in comparison to the rpt and not the more important primary effect that is the improvement to all of our harvesting operations henceforth. Long term getting the second phase out would improve our ability grab all of the things due to the improved rpt.

Finally are you really saying that the limitation on being able to pick up portal and Andyr is dice allocation rather then resource shortage?
 
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