We need to do the underground Tiberium stuff sooner rather then later. Because it's Tiberium under our living areas. Also we have no idea when or if a TCN will become available. I'd prefer not to have a mutation and have that stuff pop up.
 
[x] Plan Mad Science Inbound- Tentacles and Phasers on Stun
[X] Plan Mad Science Inbound (by Train)
 
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We need to do the underground Tiberium stuff sooner rather then later. Because it's Tiberium under our living areas. Also we have no idea when or if a TCN will become available. I'd prefer not to have a mutation and have that stuff pop up.
Then you want the mad science and tentacles plan? Goes hard on harvesting tendrils to improve Tiberium harvesting at the start of next plan.
 
We can also put dice into Fortress Towns to secure the GZs better so raiding is harder, fund tentacles, and after completing that, as I said, run railgun harvesters anyway.
Very true. It's a matter of what issues we think are more urgent/vital, and at this level it's kinda a judgement call.

One thing I would like to encourage people who vote early, is to check back in a day later, and see if any plans they like better have shown up, and approval vote them as well. Especially even if they only have a few votes. Because often a plan I prefer is a later revision of one of the first ones to come out, but later plans often have trouble getting the votes to overcome an earlier plan's lead.
Then you want the mad science and tentacles plan? Goes hard on harvesting tendrils to improve Tiberium harvesting at the start of next plan.
Hey, I want to go really hard on tentacles to improve Tiberium harvesting starting next turn. :D
 
One thing I would like to encourage people who vote early, is to check back in a day later, and see if any plans they like better have shown up, and approval vote them as well. Especially even if they only have a few votes. Because often a plan I prefer is a later revision of one of the first ones to come out, but later plans often have trouble getting the votes to overcome an earlier plan's lead.
On that note, the vote is currently tied at 40 to 39 votes. Every single vote could count, and there's less than 8 hours left. (And Lightwhispers, I don't believe that Plan Secure the Gains + Fortresses has any chance anymore. Would you be interested in voting for Plan Secure the Gains?)

Adhoc vote count started by Derpmind on May 6, 2022 at 11:12 AM, finished with 253 posts and 95 votes.

  • [X] Plan Mad Science Inbound- Tentacles and Phasers on Stun
    -[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)
    -[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
    -[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] 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)
    -[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)
    -[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)
    -[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)
    -[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)
    -[X] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
    -[X] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)
    [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
    [X] Plan Mad Science Inbound- Tentacles and Phasers on Stun, Better Dig In
    -[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)
    -[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
    -[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] 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)
    -[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)
    -[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)
    -[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)
    -[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)
    -[X] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
    -[X] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)
    [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
    [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)
    [X] Plan Carriers and Power
    -[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] 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%
    -[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)
    -[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%
    -[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%
    -[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%
    -[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%
    -[X] Administrative Assistance 2 die auto (Railgun Harvester Factory (Porto))
    -[X] Security Review (Bureau) 1 dice +1 (Bureau) 90%
    [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%
    -[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
    [X] Plan Winding Down The Disparities
    -[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
    -[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
    -[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
    -[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
    -[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
    -[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
    -[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
    -[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
    -[X] Security Reviews Bureaucracy 1+2 Die
    -[X] Interdepartmental Favors 1 Die
    [X]Plan 'Scrape the bottom of the barrel for Resources for Portals And Boats.'
    -[X] Infrastructure 6/6 dice, 90R
    -[X] Blue Zone Apartment Complexes (Phase 2+3) 28/320 3 dice 30R 33%
    -[X] Yellow Zone Fortress Towns (Phase 6) 112/300 3 dice 60R 95%
    -[X] Heavy Industry 5/5 dice+1 free die, 100R
    -[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] Low Velocity Particle Applicator Development (New) 0/120 1 die 20R 30%
    -[X] LCI 5/5 dice 70R
    -[X] Bergen Superconductor Foundry (Phase 1) 71/95 1 die 30R 100%
    -[X] Civilian Drone Factories 0/380 4 dice 40R 13%
    -[X] Agriculture 4/4 dice+1 free die, 55R
    -[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 3 dice 30R 42%
    -[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
    -[X] Caloric Reclamation Processor Development 0/40 1 die 5R 100%
    -[X] Tiberium: 7/7 dice 110R
    -[X] Yellow Zone Tiberium Harvesting (Phase 10) 174/350 2 dice 40R 67%
    -[X] Intensification of Green Zone Harvesting (Stage 6+7+8) 46/300 3 dice 45R 72%
    -[X] Railgun Harvester Factories (Bissau) 0/70 1 die 10R 85%
    -[X] Ion Storm Collector Panel Development (New) 0/80 1 die 15R 80%
    -[X] Orbital: 6/6 dice, 120R
    -[X] GDSS Enterprise (Phase 5) 102/1535 2 dice 40R 0%
    -[X] Lunar Rare Metals Harvesting (Phase 1) 0/150 2 die 40R 67%
    -[X] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
    -[X] Services 5/5+3 free dice, 300R
    -[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
    -[X] Less Lethal Security Electrolaser Development (New) 0/50 1 die 10R 98%
    -[X] Hallucinogen Development 0/60 1 die 15R 88%
    -[X] Hardlight Interface Development 0/40 1 die 15R 100%
    -[X] Pinhole Portal Early Primitive Prototype Construction 2 dice 200R 51%
    -[X] Military 8/8+1 free dice, 140R
    -[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 Shipyard (Melbourne) 172/300 2 dice 40R 82%
    -[X] Skywatch Telescope System 1 die 10R 47%
    -[X] Bureaucracy 4+1 free dice
    -[X] Conduct Civil Satisfaction Surveys DC 90/120/150/180, DC 180 3 dice 87%
    -[X] Security Reviews: DC50 1 die+1 Erewhon die+1 free die locked.
    [X] Plan Mad Science Tentcles and Comfy Houses
    -[X] Yellow Zone Fortress Towns (Phase 6) 112/300 (2 Dice, 40 R) (47% chance)
    -[X] Blue Zone Apartment Complexes (Phase 2) 28/160 4 die 40R (99% chance of phase 2 and 70% of phase 3) (- 1 Logistics for Phase 2 and - 2 for Phase 3)
    -[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
    -[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] 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)
    -[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)
    -[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)
    -[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)
    -[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)
    -[X] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
    -[X] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)
    [X] Plan: Optimization is endless.
    -[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%
    -[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
    -[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%
    -[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] 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%
    -[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%
    -[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%
    -[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%
    -[X] Security Reviews Bureaucracy: 2 die 100%
    -[X] Security Reviews Heavy Industry: 2 die 100%
    [X] Plan Mad Science Inbound (by Train)
    -[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] Rail Network Construction Campaigns (Phase 5) (Updated) 39/325 3 dice 45R (37% chance)
    -[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
    -[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] 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)
    -[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)
    -[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)
    -[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)
    -[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)
    -[X] Security Review: Heavy Industry (2 Dice, also -1 Heavy Industry die)
    -[X] Security Review: Bureaucracy (2 Dice, also -1 Bureaucracy die)
    [X] Plan: Sentinel
    -[X] Infra: 6/6 dice 105R
    --[X] Yellow Zone Fortress Towns (Phase 6) 112/300 3 dice 60R 95%
    --[X] Tokyo Harbor Reconstruction 0/360 +60/turn 3 dice 45R 28%
    -[X] HI: 7/5 dice 170R
    --[X] Continuous Cycle Fusion Plants (Phase 7) 153/300 3 dice 60R 99%
    --[X] Crystal Beam Industrial Laser Development 0/80 1 die 10R 70%
    --[X] Isolinear Chip Foundry Anadyr 0/320 2 dice 100R 2/5 median
    --[X] Security Review 1 die
    -[X] LCI: 5/5 dice 105R
    --[X] Chemical Fertilizer Plants (Phase 2) 94/300 3 dice 45R 74%
    --[X] Bergen Superconductor Foundry (Phase 1+2) 71/285 2 dice 60R 13%
    -[X] Agri: 4/4 dice 50R
    --[X] Blue Zone Aquaponics Bays (Phase 3+4) 30/280 3 dice 30R 86%
    --[X] Freeze Dried Food Plants 126/200 1 die 20R 66%
    -[X] Tib: 7/7+Erewhon dice 125R
    --[X] Tiberium Vein Mines (Stage 2) 5/195 3 dice 60R 97%
    --[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 Erewhon die 10R 90%
    --[X] Ion Storm Collector Panel Development 0/80 1 die 15R 80%
    -[X] Orb: 8/6 dice 140R
    --[X] Lunar Rare Metals Harvesting (Phase 1) 0/160 2 die 40R 58%
    --[X] Lunar Regolith Harvesting (Phase 2) 50/330 3 dice 60R 32%
    --[X] Lunar Heavy Metals Mines (Phase 3) 217/375 2 dice 40R 60%
    -[X] Serv: 5/5 dice 90R
    --[X] Automatic Medical Assistants 101/300 3 dice 60R 83%
    --[X] Hallucinogen Development 0/60 1 die 15R 88%
    --[X] Hardlight Interface Development 1 die 15R 100%
    -[X] Mil: 11/8 dice 190R
    --[X] Firehawk Wingmen Drones 0/450 3 dice 60R 57%
    --[X] Skywatch Telescope System 0/95 1 die 10R 47%
    --[X] Railgun Munitions Development 0/60 1 die 10R 87%
    --[X] Escort Carrier Shipyards (Nagoya) 0/240 3 dice 60R 54%
    --[X] Shark Class Frigate Shipyard (Melbourne) 172/300 2 dice 40R 82%
    --[X] Mastodon Heavy Assault Walker Development 0/30 1 die 10R 100%
    -[X] Burrrr: 4/4 dice 0R
    --[X] Security Reviews (Heavy Industry): DC50 1 die 90%
    --[X] Security Reviews (Orbital): DC50 1 die 90%
    --[X] Security Reviews (Services): DC50 1+1 die 90%
    [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: Snappy Title
    -[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%
    -[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%
    -[X] Civilian Drone Factories 0/380 2 dice 20R
    -[X] Bergen Superconductor Foundry (Phase 1+2) 71/285 3 dice 90R 68%
    -[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%
    -[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%
    -[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%
    -[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%
    -[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%
    -[X] Security Reviews (Bureaucracy dept): DC50 2 dice 100%
    [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 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 Insert Funny Name Here
    -[X]Infrastructure 6/6 90R
    -[X] Yellow Zone Fortress Towns (Phase 6) 3 dice 60R 95%
    -[X] Blue Zone Apartment Complexes (Phase 2) 3 dice 30R 99%
    -[X]Heavy Industry 5/5 190R
    -[X] Continuous Cycle Fusion Plants (Phase 7) 4 dice 80R 100%
    -[X] Crystal Beam Industrial Laser Development 1 die 10R 70%
    -[X] Isolinear Chip Foundry Anadyr 2 free dice 100R 0%
    -[X]Light and Chemical Industry 3/5 90R
    -[X] Chemical Fertilizer Plants (Phase 2) 2 die 30R 17%
    -[X] Bergen Superconductor Foundry (Phase 1) 2 dice 60R 100%
    -[X]Agriculture 4/4 60R
    -[X] Blue Zone Aquaponics Bays (Phase 3) 4 dice 40R 100%
    -[X] Freeze Dried Food Plants 1 free die 20R 66%
    -[X]Tiberium 7/7 105R
    -[X] Yellow Zone Tiberium Harvesting (Phase 10) 1 die 20R 0%
    -[X] Intensification of Green Zone Harvesting (Stage 6) 3 dice 45R 100%
    -[X] Tiberium Processing Refits (Phase 5) 1 die 20R 61%
    -[X] Railgun Harvester Factories
    --[X] Bissau 1 die 10R 85%
    --[X] Porto 1 die 10R 100%
    -[X]Orbital 6/6 140R
    -[X] GDSS Enterprise (Phase 5) 1 die + 1 Erewhon die 40R 0%
    -[X] Lunar Regolith Harvesting (Phase 2) 3 dice 60R 32%
    -[X] Lunar Heavy Metals Mines (Phase 3) 2 dice 40R 60%
    -[X]Services 4/5 75R
    -[X] Automatic Medical Assistants 3 dice 60R 83%
    -[X] Hallucinogen Development 1 die 15R 88%
    -[X]Military 8/8 215R
    -[X] Wingman Drone Deployment
    --[X] Firehawk Wingmen 4 dice 80R 93%
    -[X] Railgun Munitions Development 1 die 10R 87%
    -[X] Hallucinogen Countermeasures Development 1 die 15R 100%
    -[X] Escort Carrier Shipyards
    -[X] Dublin 2 dice + 1 free die 60R 54%
    -[X] Shark Class Frigate Shipyards
    --[X] Melbourne 2 free dice 40R 82%
    -[X] Mastodon Heavy Assault Walker Development 1 free die 10R 100%
    -[X]Bureaucracy 3/4
    -[X] Security Reviews (Bureaucracy) 3 dice 100%
    -[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
    [X] Plan ~Tentacles~
    -[X] Blue Zone Apartment Complexes (Phase 2+3+4) 28/480 6 dice 60R 84%
    -[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)
    -[X] Civilian Drone Factories 0/380 5 dice 50R 55%
    -[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%
    -[X] Harvesting Tendril Deployment (Phase 1+2) (New) 0/1350 14 dice 420R 23%
    -[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%
    -[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%
    -[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%
    -[X] Security Reviews(Bureaucracy): DC50 2 dice + 1 die 100%
    -[X] Security Reviews (Heavy Industry): DC50 1 die 90%
    [X]Plan: Must Construct Additional [Harvesters]
    -[X] Tokyo Harbor Reconstruction (New)(Progress 0/360: 15 resources per die) (Automatically completed by Q1 2062) (Reconstruction Commissions decreases Progress demand by 60 points every quarter) 5D
    -[X] Continuous Cycle Fusion Plants (Phase 6) (Progress 153/300: 20 resources per Die) (+16 Energy) (-1 Labor) 2D
    -[X] Isolinear Chip Foundry Anadyr (New) (Progress 0/320: 50 resources per die) (+4 Capital Goods) (-2 Energy) 1D
    -[X] Crystal Beam Industrial Laser Development (Tech)(Progress 0/80: 10 resources per die) 1D
    -[X] Low Velocity Particle Applicator Development (New) (Tech)(Progress 0/120: 20 resources per die) 1ED
    -[X] Security Review 1D
    -[X] Bergen Superconductor Foundry (Phase 1+2+3) (Progress 71/665: 30 resources per die) (+3 Capital Goods, +7 Energy, -1 Logistics) 5D
    -[X] Freeze Dried Food Plants (Progress 126/200: 20 resources per die) (+5 Food, increases efficiency of stockpile actions, -1 Energy) 1D
    -[X] Blue Zone Aquaponics Bays (Phase 4) (Progress 30/140: 10 resources per die) (+6 Food) (-1 Labor) 2D
    -[X] Caloric Reclamation Processor Development (New) (Tech)(Progress 0/40: 5 resources per die) 1D
    -[X] Harvesting Tendril Deployment (Phase 1) (New)(Progress 0/600: 30 resources per die) (+90 Resources per turn) (-1 STU) 7D
    -[X] GDSS Enterprise (Phase 5) (Progress 102/1535: 20 resources per die) (+2 Capital Goods, +2 Consumer Goods) (+2 available Bays) (10 Political Support) 6D
    -[X] Automatic Medical Assistants (Updated) (Progress 101/300: 20 resources per die) (+5 Health, +4 Labor, -4 Capital Goods, -2 Energy) 2D
    -[X] Hallucinogen Development (Tech) (Progress 0/60: 15 resources per die) 1D
    -[X] Hardlight Interface Development (Tech) (Progress 0/40: 15 resources per die) 1D
    -[X] Less Lethal Security Electrolaser Development (New) (Platform) (Progress 0/50: 10 resources per die) 1D
    -[X] Ablat Plating Deployment (Stage 5) (Progress 54/200: 10 resources per die) (Very High Priority) 2D
    -[X] Universal Rocket Launch System Deployment (Phase 3) (Progress 0/200: 15 resources per die) (-2 Energy) 2D
    -[X] Melbourne (Progress 172/300: 20 resources per die) (-6 Energy, -2 Capital Goods) 2D
    -[X] Nagoya CVL (Progress 0/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 2D
    -[X] Mastodon Heavy Assault Walker Development (Progress 0/30 : 10 resources per die) 1FD
    -[X] Railgun Munitions Development (Progress 0/60: 10 resources per die) (High Priority) 1FD
    -[X] GD-3 Rifle Development (Platform) (Progress 0/30: 10 resources per die) 1FD
    -[X] Skywatch Telescope System (Progress 0/95: 10 resources per die) (High Priority) 1FD
    -[X] Ferro Aluminum Armor Refits(Progress 0/350: 5 resources per die) 3FD
    -[X] Security Review - Bureaucracy
    -[X] Security Review - Heavy Industry
    [X] Plan Industry Prep Advamced Alloys Version
 
I dedicate this day, the Sixth of May, to Brotherhood.
To Unity.
To Peace.

EDIT: Amen.
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 1 Total: 113
89 89 24 24
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 2 Total: 119
44 44 75 75
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 3 Total: 121
89 89 32 32
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 4 Total: 22
17 17 5 5
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 5 Total: 143
57 57 86 86
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 6 Total: 100
72 72 28 28
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 7 Total: 126
45 45 81 81
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 8 Total: 106
37 37 69 69
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 9 Total: 101
79 79 22 22
KnightDisciple threw 2 100-faced dice. Reason: Battle Roll 10 Total: 184
92 92 92 92
 
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Wait what's this?
It is the Revenge of the Sixth.
Peace through Power.

EDIT: IN THE NAME OF KANE.
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 1 Total: 139
78 78 61 61
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 2 Total: 86
16 16 70 70
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 3 Total: 58
8 8 50 50
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 4 Total: 129
59 59 70 70
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 5 Total: 106
51 51 55 55
KnightDisciple threw 2 100-faced dice. Reason: Assassination Roll 6 Total: 131
60 60 71 71
 
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welp 2 and 3 are probably dead even with our bonuses to defense.
5 im pretty sure lives, since I think we got those counter assassin teams a while back(gave +5 to counter assasination rolls I believe).
4/6 could live since they are only 6 points below with that +5.
 
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So 4 fairly definitely victories, 4 maybe draws/losses (depending on bonuses), 1 very close victory/draw (depending on bonuses), and overall war roll is a tie.

And good god, assassinations are a go this round. I wonder who we lost. Looks like (depending on any bonuses) 2 definite, 2 probable, 1 maybe, and 1 probable failed assassination?
 
Alright I'll approval vote. My plan is 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.

And then the leading plan that gets my approval vote:

[X] Plan Secure the Gains

Because securing our new harvesting space is a time sensitive matter that has to be done this turn. @Simon_Jester I want those Harvesting Tendrils as soon as possible, but I don't consider them possible this turn without a too high opportunity cost.
 
I think the opportunity cost for tendrils is in not doing them fast enough. The faster they are finished the longer we have the revenue to play with and the sooner every harvesting action we have improves.
 
welp 2 and 3 are probably dead even with our bonuses to defense.
5 im pretty sure lives, since I think we got those counter assassin teams a while back(gave +5 to counter assasination rolls I believe).
4/6 could live since they are only 6 points below with that +5.
We only get that +5 on Treasury targets, we don't know who any of the targets were.
So 4 fairly definitely victories, 4 maybe draws/losses (depending on bonuses), 1 very close victory/draw (depending on bonuses), and overall war roll is a tie.

And good god, assassinations are a go this round. I wonder who we lost. Looks like (depending on any bonuses) 2 definite, 2 probable, 1 maybe, and 1 probable failed assassination?
IIRC, assassinations require a certain ratio of victory to kill the targets, so here's my estimate:
Target 1: fine (78 - 61, GDI win by 17)
Target 2: DED (16-70, NOD win by 54)
Target 3: Also DED (8-50, NOD win by 42)
Target 4: severely wounded, if not dead (59-70, NOD win by 11)
Target 5: Probably okay, might be injured (51-55, NOD win by 4)
Target 6: severely wounded, if not dead (60-71, NOD win by 11)

For the battles: (ignoring modifiers)
Battle Roll 1:
89 24 GDI win by 65
Battle Roll 2:
44 75 NOD win by 31
Battle Roll 3:
89 32 GDI win by 57
Battle Roll 4:
17 5 GDI win by 12
Battle Roll 5:
57 86 NOD win by 29
Battle Roll 6:
72 28 GDI win by 44
Battle Roll 7:
45 81 NOD win by 36
Battle Roll 8:
37 69 NOD win by 32
Battle Roll 9:
79 22 GDI win by 57
Battle Roll 10:
92 92 Tie - modifiers decide. Likely to be either very bloody, or pretty much nothing. Or, possibly something where there are asymmetrical objectives, so both GDI and NOD can have a win.
 
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Nod only won by <20% on Targets 4 and 6. Although that is before modifiers.
They might be wounded, but they are probably otherwise fine.
IIRC, there are multiple steps per category, including whether the agents escape or die after inflicting the damage.
 
Battle Rolls:

+65 GDI Win
-31 NOD Win
+57 GDI Win
+12 Narrow GDI Win?
-29 NOD Win
+44 GDI Win
-36 NOD Win
-32 NOD Win
+57 GDI Win
0 Narrow ???

We have 4-5 GDI Wins, 4 NOD Wins, and one depends-on-the-modifiers. I believe the last Battle Roll is always the overall progress, so a near-tie isn't so bad there... if it wasn't 92 vs 92, which might mean a lot of big impressive things happened even if the overall progress was low.

On the whole, though, it might be an even exchange? Not much taken or lost? I think we'll have to wait and see.

Assassination Rolls:
+17 GDI Win
-54 NOD Win
-42 NOD Win
-11 Narrow survival or narrow death
-4 Narrow survival?
-11 Narrow survival or narrow death

We have two certain deaths, and two-three uncertain conflicts. At best, that's two deaths and three injuries. At worst, it's five deaths. NOD really did us in with the assassinations this turn.
 
It looks like the gdi wins were all by higher margins than the nod wins, except for the one narrow win.

So gdi Is winning harder than nod is winning.

That's good news I suppose.
 
GDI wins assassinations so long as the end result has GDI at at least half of Nod's result.
Every assassination roll where GDI rolls 50 or higher GDI wins, unless Nod stacks bonuses.

Note that 'win' for GDI in this case means 'target not dead'.
 
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I don't think I ever called it a waste, I very much want to do them both, I am just opposed to doing it now due to the Resource cost and a bunch of critical projects or low hanging fruit we could be doing instead.

I know. Reminds of me of hover tech btw, which has been let to lie idle for a few turns now.
Hover tech suffered from the fact that it competes for dice with Nuuk (which we needed for Capital Goods) and the huge amount of fusion power we've needed to roll out to power all the war factories we're building. I actually have high hopes that we'll build Suzuka in 2061, because it's relatively cheap per-die and we have wiggle room unless the industrial lasers project turns out to be a LOT bigger than I expect, big enough to make it retroactively a trap option.

I didn't have time to answer this post before going to sleep yesterday. I recall reading that they are very self sufficient and should not have any problems for I think years? Sure those shuttles would be useful, but no action we have wont be.
Shuttles are one of the few actions we have that specifically help BZ-18, which is exceptionally important if we take it as given that some combination of {Krukov, Afghan Nuke Warlord whose name I forget, Nod India} is going to commit to sieging down BZ-18 at all costs in the coming years.

Personally I suspect that the siege will peter out over time. Krukov's going to be too busy trying to shore up his position after Steel Vanguard. Nod India has to get across the Himalayas to even get at BZ-18 and is thus painfully overextended trying to hurt them efficiently. Afghan Nuke Warlord hasn't lasted all these decades by getting into fights that might draw him a lot of aggro if he happens to win, and he's almost certainly been greatly weakened by the loss in support from the Caravanserai and the conversion of just about all of Iran into Red Zone.

But I want us to be totally prepared for me to be wrong about this... and Suborbital Shuttles is on the very short list of projects we have that would have an obvious way to help address that problem. Aside from "wait for Karachi," of course, which could plausibly be another three years down the line, which is a long time to wait while under siege with Nod trying to dream up superweapons to huck at you.

We have time to do it though, we should be doing what gives us the greatest expected return per die/Rs until like two turns before the end of the plan I say, as we can reliably and without overspending know it out in one go then. Unless of course we have spare Rs, in which case we can send them that way, but my plan at least didn't.
Getting Anadyr done sooner rather than later does have real advantages. For instance, there may be a project enabled by Anadyr that we very much want to pursue... but will be unable to afford in 2062. Getting Anadyr out of the way in 2061Q2 or so could give us a lot of advantages that will be beneficial going into the Fourth Plan.

Also, with very expensive but mandatory projects like Anadyr, I REALLY don't want to be in the position of having to roll extra dice in 2061Q4 to be sure they complete. If I have to drop a couple of extra Free dice on Enterprise to give it a 99% chance of completion on schedule or something, I can work with it; that's supportable within the budget. If I have to drop an extra die on Anadyr for the same purpose, it's a big pain in the butt.

Railgun Harvesters are so cost inefficient that just mining the red zone and being more vulnerable to sabotage should have us come out on top income wise by my estimation.
Eh. A railgun harvester factory pays for itself in two turns (if you roll well) or four turns (if you roll poorly). This is consistent with the overall cost patterns for most Tiberium projects. For instance, a vein mine typically requires 2-3 dice, or 40-60 R, to build; it returns 20-30 RpT, so it pays off in about two turns. Red Zone Containment Lines take 2-3 dice, or 50-75 R, to build; they return 10-15 RpT, so they pay off in about five turns.

What railgun harvesters are, is dice-costly and Energy-costly, in that you're activating a Tib die for just +5 RpT and some narrative benefits about Nod raiding getting knocked back on its heels. But Resource-wise, they're not a bad investment at all compared to other Tiberium projects, that is to say, they're quite good.

I am not against security sweeps, I am all for doing one per turn, but they haven't turned up anything in ages that I recall and we have been repeatedly postponing those two important looking bureaucracy actions. I should not have called them nothing though.
Personally, I want to get those two particular sweeps done, then specifically do those Bureaucracy actions. The Heavy Industry sweep is to specifically look for Nod moles and agents in an area where we're about to do something very advanced and important that could give us a big advantage... If Nod doesn't just steal the tech and laugh all the way to the bank. The Bureaucracy sweep is because Nod really is capable of infiltrating us and if they're infiltrating the guys who handle all the departments' paperwork, things could get messy.

I actually did a crudely preliminary draft for 2061Q1 already... and it's got the economic census in it. I want to hold off on the civil satisfaction survey until closer to reallocation time, because the war and refugee situations settling down a bit will help give us better data there, and having information that's current as of the 2061Q4 reapportionment will help us pick Plan goals that we can rely on to keep the political situation happy.

Deal with blue zone siege and the massive insurgency first
One die on Suborbital Shuttles doesn't "deal with" the BZ-18 siege; we need to be able to fund more dice to get that done- which is one advantage of doing a serious income surge. And the handful of extra Tiberium dice spent on Yellow Zone Harvesting and Green Zone Intensification don't "deal with" the massive insurgency; subduing that will take several turns if not several years either way. We can't go on prioritizing those issues over all other things (like the civilian economy and tech development) forever.

Tendrils aren't about the resource increase. They are about the increased efficiency of future mining. If we just wanted money to go up, Vein Mining is cheaper.
Tendrils are close to vein mining for "money go up." I've repeatedly suggested vein mining dice spam as a plausible alternative if people are interested. If anyone had suggested slamming out 3-4 phases of vein mines this turn, I'd probably have approval-voted that plan.

There are differences between the two options- vein mining is a little more pure resource return on investment but burns Capital Goods, while tendrils burns STUs but has some statistical advantages for the future as you say.

And I expect the other Departments would be very disappointed by your talk of gaming the system. They have armed forces to resupply, and a huge wave of refugees in need of aid.
I'm not even talking about "gaming the system," I'm talking about "get ready to do a shitload of extra tiberium mining early in 2062. If you look back, you will notice me suggesting things that the other departments would love to hear. Stuff like "hey, let's try to deliberately over-achieve on our Income target for the Four Year Plan so that there'll be more money to go around!"

I am seeing this:
[ ] Advanced Alloys Development (New) (Tech)
While STUs are rare, using extremely small amounts as additives to existing steel, aluminum, and other structural elements has noticeable impacts on the process, producing alloys that are lighter, stronger, and more efficient than existing ones. While widespread deployment will be noticeably expensive, it will cut costs across the board in other ways.
(Progress 0/120: 15 resources per die)

in far fewer plans then i expected as it reads as a reduction of progress needed for all projects costing STU's
alloys that are lighter, stronger, and more efficient than existing ones also seem like a good upgrade for our military and space construction where weight to preformace matters a lot.
I'm not seeing this as a reduction of progress for projects costing STUs. I'm seeing this as "creating options to use STU-containing materials in things."

The problem is that we're starting to push up against the line where we run low on STUs and don't have a very efficient way of getting a lot more, so I'm a bit cautious about that project. Expect it to show up sooner or later, but there's so goddamn much to do that it's unrealistic to expect people to put every new research project you think is sexy into their plans the very first turn it becomes available.

To be fair though, @Simon_Jester 's plan is really good, the primary reason for the dislike seems to be Tokyo which does not benefit GDI much ...
Again, I'm going to respectfully push back on this. Tokyo reconstruction dice do three good things:

1) They increase general perception that Treasury is very active about repairing war damage. This was one of the things people complained about under the Granger Treasury, and while we had our reasons, we don't have those reasons anymore.

2) They greatly narrow the window of vulnerability during which Nod naval activity in the Pacific can exploit the weakness of our fleet basing situation. This is important because while we hope Bintang's fleet is too beaten up to do anything for at least 18-24 months, we cannot possibly know that, and some components of Bintang's fleet (like her submarines and submarine-Kelpie-carriers) got out of the recent battle entirely intact.

3) They result in the overall war damage being repaired sooner, which hopefully means we get back the reconstruction fund money, which would be great because I'd hate to still be budgeting 30 RpT to reconstruction projects through 2062.

Also, why is any plan putting dice on Tokyo?

Never mind enough dice to one turn it?
See above.

What happened in Tokyo is literally the reason we massively funded the Reconstruction Commissions, so we didn't need to put dice on it. If we wanted to micromanage reconstruction efforts we should defund the RCs and just waste dice we could use far more efficiently on trying to get things fixed up.
The Reconstruction Commission didn't cost us dice.

It was a very efficient way to handle small projects like the Puerto Madryn and Western Europe reconstructions, projects where spending even a single Heavy Industry die would be overkill. But in the 2060Q3 plan, we put dice on Indianapolis for good strategic reasons- because that repair was urgent, relevant to the military situation, and larger in scale such that the Reconstruction Commission would take too long to finish.

The Tokyo repairs are the same thing.

The RC is very good for ensuring that the dozen little projects around the world that are all too petty to be worth our attention get handled smoothly in the background.

Tokyo is probably one of the biggest, if not the biggest, surviving urban center(s) in all of GDI's territory. Damage to Tokyo on this scale is not a minor project, and merits actual attention from the Treasury at the global level. This isn't just some random suburb asking for help with potholes.

"Make a profit" does not matter anymore. We are not resource limited. We're dice limited. More Resources no longer means more actions being done. We've gotten to the point during this Four-Year-Plan where we've flipped the game. We have Plans right now that can afford to do said "Expensive Stuff". Just because we can't activate literally every single most expensive project simultaneously doesn't mean we don't have enough to do those projects anyways! At some point, more resources ceases to make a sizeable impact, and we're well past then already.
Having the extra 100 or so RpT makes a major difference in how much expensive stuff we can do this coming year.

The realistic minimum average cost per die to activate our dice is something like 15 R/die, because we have so many 20 R/die mandatory projects that even if we're very careful to scrimp elsewhere, averaging below 15 R/die is effectively impossible.

We have 54 dice, counting Erewhon. The minimum to activate all dice is thus something in the neighborhood of 810 R, probably a little over because it's hard to balance out the fact that we have 6-7 dice of mandatory Orbital and several dice of mandatory 20 R/die Military every turn.

So our budget for things that we might call "expensive projects," things like Bergen and Red Zone operations and Anadyr and portals and research gachas and suborbital shuttles and naval laser refits?

When we're at 1010 RpT, our 'extras' budget is about 200 RpT. Which doesn't stretch very far when you count all the stuff I just listed.

Boosting that budget to 1110 RpT means a lot more of that expensive stuff can get done, because now you have 300 RpT of discretionary spending- a lot more wiggle room.

Planquests are all about balancing between competing needs. Right now, even with the forward advance largely ending, the military's needs are still sky-high. And the Treasury's need for more RpT isn't anything more than 'mild'. We're still going to go over 1,000 RpT at the end of this turn. And as soon as next turn, we're very likely to do the Harvester Tendrils for their long-term economic benefits. I know more Resources makes our Numbers Go Up, but when doing so comes at the expense of helping the war effort wind down gracefully (or rather, to avoid a messy belly-flop,) then it looks to me like putting abstract numbers over the actual narrative of what's happening on the ground. It's not our job to make profits. It's our job to manage the economy. And right now, the economy would very much like not being punched in the face.
The economy would also like to see enough GDP growth to compensate for the fact that we are now per about 100 million more capita, with corresponding strain on the everything.

We're trying to improve standard of living alongside everything else. That's partly a matter of just making Housing/Food/Consumer Goods/Health numbers go up, but I'm pretty sure it also objectively makes a difference whether we have 300 RpT of quarterly income per hundred million citizens or 400 RpT.

Doing more tiberium mining isn't just a matter of making a spreadsheet happy. It's the cornerstone of our whole economy, and improvements there cash out everywhere else- and they will do so soon, with reapportionment coming up.

The strike on Tokyo also focused on military manufacturing and basing, the damage to the infrastructure of the city is minimal and easily fixed.

Look, I'm not opposed to putting 1 die on Tokyo Reconstruction. I consider it unnecessary, but I can see why it seems like a good idea. Frankly, I'd rather force the military to diversify its basing options so they expand or establish naval bases on Kyushu or Shikoku, instead of Tokyo getting hammered apparently being enough to pull a notable amount of military basing away from Japan until basing in Tokyo is rebuild
unfortunately, we don't have a button to push to allow us to do that, so we're stuck playing the hand we're dealt.

We need to do the underground Tiberium stuff sooner rather then later. Because it's Tiberium under our living areas. Also we have no idea when or if a TCN will become available. I'd prefer not to have a mutation and have that stuff pop up.
You can expect me to put vein mining on a large scale in a Plan some time in 2061. I don't know when. If it doesn't win or if I feel compelled to change my mind, you can definitely expect it on the docket for 2062. Because I don't disagree with you even as I'm juggling many things.
 
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