[] Plan: Research and Vein Mining

Infrastructure 6/6 80R
-[] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 4 dice 40R 18%, 5 dice 50R 67%
-[] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice/5 100R
-[] Advanced Alloys Development 1 die 15R 30%
-[] Crystal Beam Industrial Laser Deployment (New) 0/600 2 dice 40R
-[] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
-[] Microfusion Cell Development (New) 0/60 1 die 20R 90%
Light & Chemical Industry 5/5 50R
-[] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
-[] Artificial Wood Development (New) 0/60 1 die 10R 85%
Agriculture 4/4 40R
-[] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%
Tiberium 7+7free dice/7 275R
[] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8) 5/1275? 13 dice 260R ~18%, ~77% chance to complete phase 7?
-[] Tiberium Harvesting Claws Development (New) 0/80 1 die 15R 80%
Orbital 6/6 120R
-[] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 18%
-[] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5/5 135R
-[] Hallucinogen Development 0/60 1 die 15R 88%
-[] Scrin Research Institutions (New) 0/400 4 dice 120R 18%
Military 8/8 135R
-[] Skywatch Telescope System 64/95 1 die 10R 100%
-[] Bogatyr Research Projects (New) 0/120 1 die 30R 27%
-[] Universal Rocket Launch System Deployment (Phase 3) 0/200 3 dice 45R 81%
-[] Railgun Munitions Development 38/60 1 die 10R 100%
-[] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[] Shark Class Frigate Shipyard (Seattle) 0/300 1 die 20R
Bureaucracy 4/4
-[] Conduct Economic Census DC 100/150/200/250, DC 250 4 dice 1 Erewhon die 93%

7/7 free dice
1/1 Erewhon dice

so I banged this out as a 'what if we go full whacky memeplan on something totally at odds with the thread zeitgeist' and it hit me. Vein Mines, if we dump all our free dice in them, might actually out-perform tendrils for additional income. I estimate somewhere between 150-210 R for this plan's income boost. Oh, and I threw a bunch of research projects in there to get them started where I could.
 
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[X] Plan Dawn of the Final Year
[X] Plan Dawn of the Final Year, Carrier Focus
 
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This is the new version, official version, of Attempting To Supply The Canned Beans.

(THIS VERSION WAS SUBSEQUENTLY EDITED. WORK IN PROGRESS)

Updated version is here:

forums.sufficientvelocity.com

Attempting to Fulfill the Plan: GDI Edition

This is the new-ER version, official version, of Attempting To Supply The Canned Beans. Top priorities: Tendril Harvesters Phase 1. Two dice on Anadyr to sprint us into "complete easily with one die and not have to stress about overkill" range for Q2. Heavy progress on apartments. At least five...



This version preserved for archival purposes

Top priorities:
Tendril Harvesters Phase 1.
Two dice on Anadyr to sprint us into "complete easily with one die and not have to stress about overkill" range for Q2.
Heavy progress on apartments.
At least five dice on shipyards, since we probably need fourteen and I want to be done in Q3.
Two dice on suborbital shuttles to help relieve BZ-18.
Zone Defender upgrades, hallucinogen countermeasures.

New features:
Two dice on Nod gacha was always the plan. Struggling to figure out how to fund a third.
Research into the Bogatyr with one die, getting us in on the ground floor.
Works on the Mastodon instead of URLS.
Shipyard dice split across more yards to reduce risk of a major Energy hit...

On which note, I think I can afford to step back to two fusion dice because of the effects of doing that. We realistically won't get the fusion phase, but we're much much much less likely to need it... which means we can at least sink one die into Crystal Lasers.

...

Budget:
1015/1020 R
7/7 Free Dice

ENERGY PROBABLE CASE (Nagoya, but no fusion phase)
+16 -1 (fertiizers) -2 (drones) -1 (freeze drying) -1 (mechanization) -5 (Nagoya) = +6

All other Energy-eating projects (Anadyr, the Mastodon production lines, the Dublin and New York yards) are unlikely enough that we probably won't see more than one of them happen...

[] Attempting To Supply The Canned Beans
Infrastructure (+34) 6/6 Dice 100 R
-[] Suborbital Shuttle Service (Phase 1) 92/200 (2 Dice, 60 R) (97% chance)
-[] Blue Zone Apartment Complexes (Phase 3+4+5) 72/480 (4 Dice, 40 R) (Phase 3, 97% chance of Phase 4, 18% chance of Phase 5)
Heavy Industry (+29) 5/5 Dice 160 R
-[] Continuous Cycle Fusion Plant (Phase 8) 67/300 (2 Dice, 40 R) (9% chance)
-[] Isolinear Chip Foundry Anadyr 85/320 (2 Dice, 100 R) (8% chance)
-[] Crystal Beam Industrial Laser Deployment 0/600 (1 Die, 20 R) (1/7.5 median)
Light and Chemical Industry (+24) 5/5 Dice 55 R
-[] Chemical Fertilizer Plants (Phase 2) 276/300 (1 Die, 15 R) (100% chance)
-[] Civilian Drone Factories 104/380 (4 Dice, 40 R) (74% chance)
Agriculture (+24) 4/4 Dice + 2 Free Dice 80 R
-[] Freeze Dried Food Plants 151/200 (1 Die, 20 R) (91% chance)
-[] Agriculture Mechanization Projects (Phase 1) 0/150 (2 Dice, 30 R) (63% chance)
-[] Strategic Food Stockpile Construction (Phase 2+3) 38/150 (3 Dice, 30 R) (99% chance of Phase 2, 18% chance of Phase 3)
Tiberium (+39) 7/7 Dice + 1 Free Die 240 R
-[] Harvesting Tendril Deployment (Phase 1) (New) 0/600 (8 Dice, 240 R) (95% chance)
Orbital (+26) 6/6 Dice 120 R
-[] GDSS Enterprise (Phase 5) 102/1535 (3 Dice, 60 R) (3/17.5 median)
-[] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 (2 Dice, 40 R) (96.5% chance of Phase 1, 12% chance of Phase 2)
-[] Lunar Regolith Harvesting (Phase 2) 276/310 (1 Die, 20 R) (98% chance)
Services (+27) 2/5 Dice 60 R
-[] NOD Research Initiatives (2 Dice, 60 R) (31% chance if we get Seo's +5 to research, 23% chance if not)
Military (+26) 8/8 Dice + 4 Free Dice 200 R
-[] Bogatyr Research Projects 0/120 (1 Die, 30 R) (27% chance with Seo's +5, 22% without)
-[] Skywatch Telescope System 64/95 (1 Die, 10 R) (100% chance)
-[] Hallucinogen Countermeasures Development 0/40 (1 Die, 15 R) (100% chance)
-[] Zone Defender Revision 0/40 (1 Die, 15 R) (100% chance)
-[] Railgun Munitions Development 38/60 (1 Die, 10 R) (100% chance)
-[] Mastodon Heavy Assault Walker Deployment 0/225 (2 Dice, 20 R) (9.5% chance)
-[] Escort Carrier Shipyards (Nagoya) 171/240 (1 Die, 20 R) (73% chance)
-[] Escort Carrier Shipyards (Dublin) 0/240 (2 Dice, 40 R) (4% chance)
-[] Escort Carrier Shipyards (New York) 0/240 (2 Dice, 40 R) (4% chance)
Bureaucracy 4/4 + EREWHON!!!
-[] Conduct Economic Census DC 100/150/200/250 (4+E Dice) (88.5% chance of DC 250, 97.8% chance of DC 200, 99.8% chance of DC 150)
 
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Posting for voting, with a carrier variant. The only difference with the carrier version is the 3 Seattle dice going to Dublin instead, everything else should be the same. Pretty sure the math all checks out but if you happen to notice any budgeting or formatting errors please let me know.


[X] Plan Dawn of the Final Year
-[X]Infrastructure (6 dice) 90 Resources
--[X] Yellow Zone Fortress Towns (Phase 6): 220/300, 1 die (20R) 70%
--[X] Blue Zone Apartment Complexes (Phase 3): 72/160, 4 dice (40R) 100%
--[X] Suborbital Shuttle Service (Phase 1): 92/200, 1 die (30R) 42%
-[X]Heavy Industry (5 dice) 160 Resources
--[X] Continuous Cycle Fusion Plants (Phase 8): 67/300, 3 dice (60R) 65%
--[X] Isolinear Chip Foundry Anadyr: 85/320, 2 dice (100R) 8%
-[X]Light and Chemical Industry (5 dice + 1 Free) 55 Resources
--[X] Chemical Fertilizer Plants (Phase 2): 276/300, 1 die (15R) 100%
--[X] Civilian Drone Factories: 104/380, 3 dice (30R) 24%
--[X] Artificial Wood Development: 0/60, 1 die (10R) 85%
--[X] Security Reviews (LCI), unrolled
-[X]Agriculture (4 dice + 1 Free) 60 Resources
--[X] Blue Zone Aquaponics Bays (Phase 3): 75/140, 1 die (10R) 75%
--[X] Freeze Dried Food Plants: 151/200, 1 die (20R) 91%
--[X] Strategic Food Stockpile Construction (Phase 2): 38/150, 3 dice (30R) 99%
-[X]Tiberium (7 dice + 2 Free) 255 Resources
--[X] Harvesting Tendril Deployment (Phase 1): 0/600, 8 dice (240R) 95%
--[X] Tiberium Harvesting Claws Development: 0/80, 1 die (15R) 80%
-[X]Orbital (6 dice) 120 Resources
--[X] GDSS Enterprise (Phase 5): 102/1535, 3 dice (60R) 0%
--[X] Lunar Rare Metals Harvesting (Phase 1): 45/140, 2 dice (40R) 96%
--[X] Lunar Regolith Harvesting (Phase 2): 276/310, 1 die (20R) 100%
-[X]Services (5 dice) 110 Resources
--[X] Professional Sports Programs: 0/250, 2 dice (20R) 2%
--[X] Scrin Research Institutions: 0/400, 3 dice (90R) 0%
-[X]Military (8 dice + 2 Free) 170 Resources
--[X] Orbital Strike Regimental Combat Team Stations (Phase 3): 5/295, 3 dice (60R) 28%
--[X] Skywatch Telescope System: 64/95, 1 die (10R) 100%
--[X] Escort Carrier Shipyards (Nagoya): 171/240, 1 die (20R) 73%
--[X] Shark Class Frigate Shipyards (Seattle): 0/300, 3 dice (60R) 14%
--[X] Mastodon Heavy Assault Walker Deployment: 0/225, 2 dice (20R) 9%
-[X]Bureaucracy (4 dice + 1 Free + Erewhon)
--[X] Conduct Economic Census, 4 dice + 1 Erewhon die: 93% vs. DC 250, 99% vs. DC 200
--[X] Security Reviews (LCI), 1 die: 85% vs. DC 50
-[X]Total Cost: 1020/1020 Resources


[X] Plan Dawn of the Final Year, Carrier Focus
-[X]Infrastructure (6 dice) 90 Resources
--[X] Yellow Zone Fortress Towns (Phase 6): 220/300, 1 die (20R) 70%
--[X] Blue Zone Apartment Complexes (Phase 3): 72/160, 4 dice (40R) 100%
--[X] Suborbital Shuttle Service (Phase 1): 92/200, 1 die (30R) 42%
-[X]Heavy Industry (5 dice) 160 Resources
--[X] Continuous Cycle Fusion Plants (Phase 8): 67/300, 3 dice (60R) 65%
--[X] Isolinear Chip Foundry Anadyr: 85/320, 2 dice (100R) 8%
-[X]Light and Chemical Industry (5 dice + 1 Free) 55 Resources
--[X] Chemical Fertilizer Plants (Phase 2): 276/300, 1 die (15R) 100%
--[X] Civilian Drone Factories: 104/380, 3 dice (30R) 24%
--[X] Artificial Wood Development: 0/60, 1 die (10R) 85%
–[X] Security Reviews (LCI), unrolled
-[X]Agriculture (4 dice + 1 Free) 60 Resources
--[X] Blue Zone Aquaponics Bays (Phase 3): 75/140, 1 die (10R) 75%
--[X] Freeze Dried Food Plants: 151/200, 1 die (20R) 91%
--[X] Strategic Food Stockpile Construction (Phase 2): 38/150, 3 dice (30R) 99%
-[X]Tiberium (7 dice + 2 Free) 255 Resources
--[X] Harvesting Tendril Deployment (Phase 1): 0/600, 8 dice (240R) 95%
--[X] Tiberium Harvesting Claws Development: 0/80, 1 die (15R) 80%
-[X]Orbital (6 dice) 120 Resources
--[X] GDSS Enterprise (Phase 5): 102/1535, 3 dice (60R) 0%
--[X] Lunar Rare Metals Harvesting (Phase 1): 45/140, 2 dice (40R) 96%
--[X] Lunar Regolith Harvesting (Phase 2): 276/310, 1 die (20R) 100%
-[X]Services (5 dice) 110 Resources
--[X] Professional Sports Programs: 0/250, 2 dice (20R) 2%
--[X] Scrin Research Institutions: 0/400, 3 dice (90R) 0%
-[X]Military (8 dice + 2 Free) 170 Resources
--[X] Orbital Strike Regimental Combat Team Stations (Phase 3): 5/295, 3 dice (60R) 28%
--[X] Skywatch Telescope System: 64/95, 1 die (10R) 100%
--[X] Escort Carrier Shipyards (Dublin): 0/240, 3 dice (60R) 54%
--[X] Escort Carrier Shipyards (Nagoya): 171/240, 1 die (20R) 73%
--[X] Mastodon Heavy Assault Walker Deployment: 0/225, 2 dice (20R) 9%
-[X]Bureaucracy (4 dice + 1 Free + Erewhon)
--[X] Conduct Economic Census, 4 dice + 1 Erewhon die: 93% vs. DC 250, 99% vs. DC 200
--[X] Security Reviews (LCI), 1 die: 85% vs. DC 50
-[X]Total Cost: 1020/1020 Resources
 
Just to be clear, my impression is that this is you saying "so what if we spend two 50 R dice on this thing when we could have spent one and gotten the results? That's just how the mechanics work sometimes!"

Because if your question is "so what if we spend two 50 R dice," my answer is going to be to point Services dice we didn't activate, or to point to Bergen and say "yeah, you know those extra 2-3 Light Industry dice we didn't spend here because we couldn't afford it and settled for a cheaper project or no project," and to point to Heavy Industry and say "yeah, you know that Heavy Industry die we couldn't spend on the laser project, or that we couldn't spend trying to do research or something else with Heavy Industry after the lasers finished, because it got redundantly invested into something else instead?
It occurred to me last night that I keep forgetting that not everyone has the background in statistics that I have, so it is entirely understandable that it looks like I'm saying we should waste resources. I must apologise for that.
Unfortunately, we have something more important to do now, so I'll have to postpone explaining why we can't really save resources by attempting to be tricksy. All we actually have any control over is what order the projects finish in.


Anyway, I'd like to remind people that putting Free dice on Tiberium is risky. We are very close to missing Plan Goals if we don't have available Free Dice.
 
[X] Plan Dawn of the Final Year, Carrier Focus
[X] Plan Dawn of the Final Year

I am ok with either plan, I do prefer the carrier focus though, since carriers are part of the plan goals, while frigates, while very much desired, aren't.
 
This is the new version, official version, of Attempting To Supply The Canned Beans.

Top priorities:
Tendril Harvesters Phase 1.
Two dice on Anadyr to sprint us into "complete easily with one die and not have to stress about overkill" range for Q2.
Heavy progress on apartments.
At least five dice on shipyards, since we probably need fourteen and I want to be done in Q3.
Two dice on suborbital shuttles to help relieve BZ-18.
Zone Defender upgrades, hallucinogen countermeasures.

New features:
Two dice on Nod gacha was always the plan. Struggling to figure out how to fund a third.
Research into the Bogatyr with one die, getting us in on the ground floor.
Works on the Mastodon instead of URLS.
Shipyard dice split across more yards to reduce risk of a major Energy hit...

On which note, I think I can afford to step back to two fusion dice because of the effects of doing that. We realistically won't get the fusion phase, but we're much much much less likely to need it... which means we can at least sink one die into Crystal Lasers.
If you drop Railgun munitions, the die & resources combined with the 5 extra in the budget is enough to pay for Tib Claw Dev. I'm only suggesting this because I remember AA dice being used in later quarters has come up in discussion, and Railgun Munitions, a nice 22 point completion project, seems like a great use for one of them.
 
[X] Plan: Mines, space, and food

I like this plan, introducing both Carrier Focus while Researching into Improved Fusion Reactor which we will desperately need as Power will remain a critical issue on the future
 
@Simon_Jester would you consider moving a die from civilian drone to artificial wood or ultralights? It would reduce the success chance from 73 to 24% but it would potentially keep us from wasting a die as there is no immediate rush for civilian drones that I am aware of.
 
So, to summarize this plan: it's focused around the decision to *not* do fusion plants this turn, because we get 10 Energy from the Crystal Beam Industrial Laser deployment... which is a plan goal. And putting 5 dice into it, while it will not complete, allows an easy completion next turn, while we also do no more than 10 Energy worth of completions this turn, which means we'll still have a double-digit cushion.

And it's got a juvenile pun for a name, which always is a bonus!

[X] Plan Gives me Wood
Infrastructure 6 dice +34 6 dice 80R
-[X] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 5 dice 50R 67%
-[X] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice + 2 Free dice 170R
-[X] Improved Continuous Cycle Fusion Development (New) 1 dice 20R 30%
-[X] Crystal Beam Industrial Laser Deployment (New) 5 dice 100R .08%
-[X] Isolinear Chip Foundry Anadyr 85/320 1 die 50R
Light and Chemical Industry 5 dice +24 5+1 dice 65R
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[X] Civilian Drone Factories 104/380 4 dice 40R 73%
-[X] Artificial Wood Development (New) 0/60 1 die 10R 85%
Agriculture 4 dice + 3 free dice 80R
-[X] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 3 dice 30R 74% (30% Phase 6)
-[X] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[X] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%
Tiberium 7 dice + 1 Free Die +39 240R
-[X] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
Orbital Industry 6 dice +26 6 dice 120R
-[X] GDSS Enterprise (Phase 5) 102/1535 2 dice 40R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 3 dice 60R 68%
-[X] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5 dice +27 5 dice 145R
-[X] Professional Sports Programs 0/250 3 dice 30R 49%
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Pinhole Portal Early Primitive Prototype Construction 56/180 1 die 100R 24%
Military 8 dice +26 8 dice 120R
-[X] Skywatch Telescope System 64/95 1 die 10R 100%
-[X] Railgun Munitions Development 38/60 1 die 10R 100%
-[X] Bogatyr Research Projects 0/120 1 die 30R 27%
-[X] Escort Carrier Shipyards (Dublin) 0/240 2 dice 40R 4%
-[X] Escort Carrier Shipyards (Nagoya) 171/240 1 die 20R 73%
-[X] Mastodon Heavy Assault Walker Deployment 0/225 20R 2 dice 20R 9.5%
Bureaucracy 4 dice +19 4 dice + Erewhon
-[X] Conduct Economic Census DC 100/150/200/250, DC 250 4+1 dice 92.5%
 
[ ] Tiberium Harvesting Claws Development (Tech) (New)
Tiberium harvesting claws are a derivative of the Brotherhood of Nod's tiberium harvesting technology. While not as good at clearing the surface, the digging claws are far better at extracting subsurface tiberium. While adding a secondary fleet of diggers will significantly improve overall tiberium production, the most major impact will be on the Tiberium vein mines.
(Progress 0/80: 15 resources per die)
Sexy~

More then sexy actually, I consider this a requirement if I'm going to vote for a plan.
[ ] Improved Hewlett Gardener Process Development (Tech) (New)
While larger changes are likely to be needed in the near future, minor changes are already being suggested by the scientists rescued from the Brotherhood of Nod. These will be far from a revolutionary change, only nibbling around the edges, but is likely to make a small but noticeable difference in the pace of xenotech deployment.
(Progress 0/160: 20 resources per die)
Very desirable. Not something that needs to be done right this moment, but definitely something for later.
[ ] Bogatyr Research Projects (New)
While the Bogatyr has been sitting in Scandinavia, the Space Force has not been sitting still, gathering an interagency team to lead up the investigation into their find. Sending Treasury representatives will both significantly speed along development, and give the Treasury an inside line into any new technologies developed from the ship.
(Progress 0/120: 30 resources per die) (Expires Q1 2062)
I'd really like to start this right now, but it can wait a turn. Not two turns, but maybe one.
[ ] Buckler Shield Development (Tech)
A much stronger shield, designed to cover some small portion of the overall hull. While it will likely require substantial redesigns to field, it is also going to provide significant protection for weak points, or allow GDI to reduce total armoring.
(Progress 0/100: 20 resources per die)
[ ] Sparkle Shield Module (Tech) (New)
An upgrade to the shimmer shields, and a significant revision to the system overall, the shield module should be capable of producing much larger and more complicated shield shapes, while also strengthening the defensive properties of the shield system.
(Progress 0/120: 30 resources per die)
So no one's going to want to do these this turn, and that's fine. Perfectly reasonable when we have so much else to do. But, given what we've heard about our vehicles survivability rates, I'm going to consider doing these as a requirement before any future platform development plans. We've got enough guns to kill what needs killed, now we're just lacking in ways to not get killed back.

[X] Plan Dawn of the Final Year
[X] Plan Dawn of the Final Year, Carrier Focus

Not ideal for my wants, but good enough for now.

Edit: Okay I don't like it and it doesn't have tib claws, but I am weak to juvenile names, so it gets a vote of respect.

[X] Plan Gives me Wood
 
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My main critique for Simon's plan is that he's still doing free dice on the military. Lots of free dice! The hallucinogens, the zone defender, starting two shipyards and finishing one-those are four free dice that could be doing our faltering Agricultural or Orbital sectors a lot of good. Or even just doing lasers or other projects in HI that we really want to get done soon. Dawn of the Final Year, meanwhile, is also spending a lot of resources to the point it's actually idling 2 free dice on security checks. That's...well, I dunno, it feels very bland aside from that?

[X] Plan: All The Research!

Infrastructure 6/6 90R
-[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
-[X] Blue Zone Apartment Complexes (Phase 3+4) 72/320 4 dice 40R 97% (18% phase 5)
-[X] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice+1 free dice/5 90R
-[X] Isolinear Chip Foundry Anadyr 85/320 1 dice 50R 0%
-[X] Personal Electric Vehicle Plants (New) (New) 4 dice 40R 71%
Light & Chemical Industry 5/5 55R
-[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
-[X] Civilian Drone Factories 104/380 4 dice 40R 73%
Agriculture 4+3 free dice/4 80R
-[X] Blue Zone Aquaponics Bays (Phase 4+5) 75/280 2 dice 20R 18%
-[X] Freeze Dried Food Plants 151/200? 1 die 20R 91%
-[X] Strategic Food Stockpile Construction (Phase 2+3) 38/325 4 dice 40R 67%
Tiberium 7 free dice+Erewhon/7 225R
-[X] Harvesting Tendril Deployment (Phase 1) 7 dice 210R 71%
-[X] Tiberium Harvesting Claws Development (New) 0/80 1 Erewhon die 15R 36%
Orbital 6/6 120R
-[X] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%
-[X] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5+4free dice/5 265R
-[X] Hallucinogen Development 0/60 1 dice 15R 88%
-[X] NOD Research Initiatives (New) 0/200 3 dice 90R 89%,
-[X] Scrin Research Institutions (New) 0/400 5 dice 150R 66%
Military 8/8 90R
-[X] Skywatch Telescope System: 64/95 1 dice, 10R 100%
-[X] Railgun Munitions Development 38/60 1 Die 10R 100%
-[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 2 dice 30R 23%
-[X] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[X] Mastodon Heavy Assault Walker Deployment 0/225 2 dice 20R 9%
Bureaucracy 4/4
-[X] Conduct Civil Satisfaction Surveys DC 180, 4 dice 98%

7/7 free dice
1/1 Erewhon dice
1015/1020 R.


[X] Plan: Research and Vein Mining

Infrastructure 6/6 80R
-[X] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 4 dice 40R 18%, 5 dice 50R 67%
-[X] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
Heavy Industry 5 dice/5 100R
-[X] Advanced Alloys Development 1 die 15R 30%
-[X] Crystal Beam Industrial Laser Deployment (New) 0/600 2 dice 40R
-[X] Low Velocity Particle Applicator Development 0/120 1 die 20R 30%
-[X] Microfusion Cell Development (New) 0/60 1 die 20R 90%
Light & Chemical Industry 5/5 50R
-[X] Bergen Superconductor Foundry (Phase 3) 0/380 4 dice 120R 13%
-[X] Artificial Wood Development (New) 0/60 1 die 10R 85%
Agriculture 4/4 40R
-[X] Blue Zone Aquaponics Bays (Phase 4) 75/140 1 die 10R 75%
-[X] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%
Tiberium 7+7free dice/7 275R
-[X] Tiberium Vein Mines (Stage 2+3+4+5+6+7+8) 5/1275? 13 dice 260R ~18%, ~77% chance to complete phase 7?
-[X] Tiberium Harvesting Claws Development (New) 0/80 1 die 15R 80%
Orbital 6/6 120R
-[X] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R
-[X] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 18%
-[X] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
Services 5/5 135R
-[X] Hallucinogen Development 0/60 1 die 15R 88%
-[X] Scrin Research Institutions (New) 0/400 4 dice 120R 18%
Military 8/8 135R
-[X] Skywatch Telescope System 64/95 1 die 10R 100%
-[X] Bogatyr Research Projects (New) 0/120 1 die 30R 27%
-[X] Universal Rocket Launch System Deployment (Phase 3) 0/200 3 dice 45R 81%
-[X] Railgun Munitions Development 38/60 1 die 10R 100%
-[X] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
-[X] Shark Class Frigate Shipyard (Seattle) 0/300 1 die 20R
Bureaucracy 4/4
-[X] Conduct Economic Census DC 100/150/200/250, DC 250 4 dice 1 Erewhon die 93%

7/7 free dice
1/1 Erewhon dice
 
I kind of see Starbound's point about building Columbia.
Starbound is acting squirrely here. They insisted that many mines and now we see they are packed in like sardines. People should have known about this ahead of time as its a fairly basic logistic issue that should have been foreseen. Offers were made to build stages of stations instead of the mines and they got all annoyed and tried to make it a rule that space harvested resources must go into space projects. The stations are great and now we can clearly see the housing one is more immediately useful than the mines are.

The problem is Starbound is running on some combination of 'more enthusiasm than sense' and 'Creating your own problems so you can run on solving them'. I find things suspect here as the focus on the mines above all but Enterprise focus has created the housing issue and its the least useful thing you can do with the same dice to get those 10 resources and cause more crowding.

To get the last two moon mines its [45/140][0/125] or 220 points for +10 resources. 80+165=245 is the first two stages of GDSS Columbia or housing for 250 people. The next stage for 500 people is basically the cost of the next lunar heavy metal mine. Effectively solving the housing issue is the same price as finishing the next three lunar mines. (+1 Heavy phase and +2 rare metals phases). Granted your going to need to keep X number of shuttles tied up in the commute.

The other cheap space project is the last two stage of Orbital Cleanup. At this point its 53+85=138 to finish or the price of a lunar rare metals mine. These also unlock Orbital Power Stations and make Earth satellites projects cheaper. Also get 20-30 resources or 4-6 turns of output from the rare metals mine. Both of these options cost 20 resources.

Also remember that Starbound is one of the three starter factions. (Reclaim Earth, Claim Space, and Adapt to Tiberium(without looking)). So I'd take Starbound with a bit of cynical salt here. Not malignant, but they do have their own agendas. Granted the mines do count as the first phase of colonizing the moon as the played out mines are moon colonies in the making once played out.

However the focus on those last two mines seems to be more campaign promises than proper order of operations.
 
Due to the Industrial Lasers being a much bigger project than expected, I've gone for taking a big bite out of that project. Then we don't have to deal with the expensive Anadyr situation until next turn, when we'll have more R to spend.

[X] Plan: Day of the Tendril, Crystal Beam Industrial Carriers
-[X] Infrastructure 6/6 90R
--[X] Yellow Zone Fortress Towns (Phase 6) 220/300 1 die 20R 70%
--[X] Blue Zone Apartment Complexes (Phase 3+4+5) (Updated) 72/480 4 dice 40R 18%
--[X] Suborbital Shuttle Service (Phase 1) 92/200 1 die 30R 42%
-[X] Heavy Industry 7/5 140R
--[X] Continuous Cycle Fusion Plants (Phase 8) 67/300 3 dice 60R 65%
--[X] Crystal Beam Industrial Laser Deployment (New) 0/600 4 dice 80R 4/8 median
-[X] Light and Chemical Industry 5/5 55R
--[X] Chemical Fertilizer Plants (Phase 2) 276/300 1 die 15R 100%
--[X] Civilian Drone Factories 104/380 4 dice 40R 73%
-[X] Agriculture 6/4 80R
--[X] Agriculture Mechanization Projects (Phase 1) 0/150 2 dice 30R 63%
--[X] Freeze Dried Food Plants 151/200 1 die 20R 91%
--[X] Strategic Food Stockpile Construction (Phase 2+3) 38/325 3 dice 30R 18%
-[X] Tiberium 8/7 240R
--[X] Harvesting Tendril Deployment (Phase 1) 0/600 8 dice 240R 95%
-[X] Orbital 6/6 120R
--[X] GDSS Enterprise (Phase 5) 102/1535 3 dice 60R 3/18 median
--[X] Lunar Rare Metals Harvesting (Phase 1+2) 45/265 2 dice 40R 12%
--[X] Lunar Regolith Harvesting (Phase 2) 276/310 1 die 20R 100%
-[X] Services 5/5 95R
--[X] Professional Sports Programs 0/250 2 dice 20R 2%
--[X] Hallucinogen Development 0/60 1 die 15R 88%
--[X] NOD Research Initiatives (New) 0/200 2 dice 60R 32%
-[X] Military 10/8 195R
--[X] Skywatch Telescope System 64/95 1 die 15R 100%
--[X] Bogatyr Research Projects (New) 0/120 1 die 30R 27%
--[X] Railgun Munitions Development 38/60 1 die 10R 100%
--[X] Escort Carrier Shipyard (Nagoya) 171/240 1 die 20R 73%
--[X] Escort Carrier Shipyard (New York) 0/240 3 dice 60R 54%
--[X] Escort Carrier Shipyard (Dublin) 0/240 3 dice 60R 54%
-[X] Bureaucrecy 4+Erewhon/4 0R
--[X] Conduct Economic Census DC 250 4 dice 1 Erewhon die 93%

7/7 Free Dice
1/1 Erewhon Die
1015/1020 R
Energy 16 (current) +16 (CCF 65%) -1 (Chem Fert 100%) -2 (Civil Drones 73%) -1 (Agri Mech 63%) -1 (Freeze Dry 91%) -5 (EC Nagoya 73%) -5 (EC New York 54%) -5 (EC Dublin 54%) = 12 or 13.35 accounting for completion chance. Unlikely to have blackouts even if the fusion plants fail to complete.
Could move a die if people really are paranoid.

Will add approval voting a bit later.
 
[X] Plan: All The Research!
[X] Plan: Research and Vein Mining
[X] Plan Gives me Wood

These seem to be the ones that dont use free dice for the military.
 
[X] Plan that makes the things we're supposed to be thinking with
-[X] Pinhole Portal Early Primitive Prototype Construction (Tech) 9 dice + 1 erewon die
-[X] Escort Carrier Shipyards (High Priority)
--[X] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1 die

who's with me
 
[X] Plan that makes the things we're supposed to be thinking with
-[X] Pinhole Portal Early Primitive Prototype Construction (Tech) 9 dice + 1 erewon die
-[X] Escort Carrier Shipyards (High Priority)
--[X] Nagoya (Progress 171/240: 20 resources per die) (-5 Energy, -2 Capital Goods) 1 die

who's with me

Absolutely genius, the perfect plan, how did I not see it before?
 
Starbound is acting squirrely here. They insisted that many mines and now we see they are packed in like sardines. People should have known about this ahead of time as its a fairly basic logistic issue that should have been foreseen. Offers were made to build stages of stations instead of the mines and they got all annoyed and tried to make it a rule that space harvested resources must go into space projects. The stations are great and now we can clearly see the housing one is more immediately useful than the mines are.

The problem is Starbound is running on some combination of 'more enthusiasm than sense' and 'Creating your own problems so you can run on solving them'. I find things suspect here as the focus on the mines above all but Enterprise focus has created the housing issue and its the least useful thing you can do with the same dice to get those 10 resources and cause more crowding.

To get the last two moon mines its [45/140][0/125] or 220 points for +10 resources. 80+165=245 is the first two stages of GDSS Columbia or housing for 250 people. The next stage for 500 people is basically the cost of the next lunar heavy metal mine. Effectively solving the housing issue is the same price as finishing the next three lunar mines. (+1 Heavy phase and +2 rare metals phases). Granted your going to need to keep X number of shuttles tied up in the commute.

The other cheap space project is the last two stage of Orbital Cleanup. At this point its 53+85=138 to finish or the price of a lunar rare metals mine. These also unlock Orbital Power Stations and make Earth satellites projects cheaper. Also get 20-30 resources or 4-6 turns of output from the rare metals mine. Both of these options cost 20 resources.

Also remember that Starbound is one of the three starter factions. (Reclaim Earth, Claim Space, and Adapt to Tiberium(without looking)). So I'd take Starbound with a bit of cynical salt here. Not malignant, but they do have their own agendas. Granted the mines do count as the first phase of colonizing the moon as the played out mines are moon colonies in the making once played out.

However the focus on those last two mines seems to be more campaign promises than proper order of operations.
The Starbound back-bencher stirring the pot and rabble-rousing to get Columbia built is not trying to create problems so that she can solve them. She's got some...idealistic visions of space colonization right out of The High Frontier, and submarine-style living conditions do not mesh with that. This doesn't mean that she's entirely apolitical and idealistic-she's raising a fuss to get Columbia in the next plan as a compulsory item, because the moon bases really are pretty miserable places right now and you do one-month tours of duty and then check out for a month or two on earth.
 
And of course the politicians are stirring the pot. Of course she has an agenda and a goal and is trying to gather support to make that happen. Get some public outrage, circulate a couple of petitions, make really sad puppy eyes at the Treasury. Because at the end of the day, Starbound represents people who are going "earth sucks, I want to go somewhere else" and is a powerful enough faction to make that happen to some extent.
 
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