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.
True. But look at what we get from finishing the second phase.
(Progress 0/750: 30 resources per die) (+100 resources per turn) (-1 STU) (Increases efficiency of future Tiberium harvesting operations)
I am SUPER interested in whatever "Increases efficiency of future Tiberium harvesting operations" will get us. Especially when it comes to vein mining and such.

Considering we are going to do a ton of stuff to increase revenue after redistribution it makes sense to get this knocked out now so all the future projects benefit.

To people switching to 3 YZ Fortress Town plans: Is there something specifically wrong with my plan?

I think most of your plan is fine but the Tiberium section made it unappealing to me. I don't want to touch the mines till we finish the harvesting tendrils. Same for those last two factories really.
 
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I think most of your plan is fine but the Tiberium section made it unappealing to me. I don't want to touch the mines till we finish the harvesting tendrils. Same for those last two factories really.
Heh. I want to do some mines so that we can afford the Tendrils.
~15 dice at 30R/die is not cheap. We have other expensive projects too.
 
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[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In

Voting primarily for the first version, approval voting the fortress towns version. Tendrils make number go up. Way the fuck up. We need that pretty badly, because holy *shit* have the costs of research exploded.
 

I for one prefer the synergy of performing both hypnotic drug research projects at the same time. I have a funny feeling that doing so would unlock a secret bonus. No idea what the bonus would be, but it feels rather likely none the less.

So I'm willing to risk the immediate NOD counteroffensive being real rather then a hallucination and lose a few pixels of ground on this gamble if it should materialize and crash into our lines. If it crashes into our lines next turn?

Well then the die we spend on it then should easily have finished the string of fortress towns along the new border. We might even have enough dosh saved up to also afford laying in the new rail lines then as well. To supply said fortresses with all of the shells they could possibly ever need!
 
Heh. I want to do some mines so that we can afford the Tendrils.
~15 dice at 30R/die is not cheap. We have other expensive projects too.

We can afford the tendrils now. In fact surge producing them will mean we actually can get Andyr and pinhole portals before plans end with the glut of resources tendrils grants. But we basically have to surge complete phase 1 this turn and then surge complete phase 2 the following turn.
 
[x] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[x] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
 
We can afford the tendrils now.
Technically true. But I'm not keen to be locked out of other expensive projects for 2 turns. Especially when one of those expensive projects is a plan goal.
Also, I really want to finish the Railgun Harvesters and Green Zone Intensification before NOD can surprise counter attack. Which are also locked out if we decide to rush Tendrils right now.
All of those problems disappear if we deal with the Railgun Harvesters and Green Zone Intensification this turn, as we'll have a decent amount of extra income to unfurl the Tendrils over the next two turns.
 
Question here, since Tibet is still a Blue Zone, does Buddhism still exist, and the Dalai Lama, are they still a thing? I'm curious about how our AI would feel with Buddhist monks trying to help him accept that all life is suffering and to accept such pain in order to seek enlightenment.
 
[X] Plan: Optimization is endless.
[X] Plan Winding Down The Disparities



I had three requirements for my votes this turn, Progress on these three projects. Fortress and Railways, and Yellow zone tib.
The two above plans are the only ones that do all three.

E:
[X] Plan Secure the Gains
I am supporting this though, since I dont think the two above are going to have enough votes.
 
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[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In

I would like to wait a bit on the tendrils, I'm hope Nod Claws come up soon- but it'd take a bit for the research to turn into something usable, and this stuff is ready to go now.

I also don't care for portals at all, at least ones that don't need moon rocks and paint to work, but I'm aware that's a me thing.
 
Portals would be great to get started but they aren't a immediate priority or a plan goal. I'm not even sure what we would get from it but a proof of concept and another expensive project. Definitely something to pursue eventually.

Harvest tendrils can have a big impact right now and will effect all future harvesting projects.
 
[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

With the war winding down I really do think we should spare a handful of dice to do all the Zone armour development projects so we can roll out the mass deployment for it after the war. Specifically doing the development all in one turn for possible synergy, maybe throwing the energy buckler in too.
 
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