[ ] Plan Chimeraguard Draft
-[ ] Industry, 3 dice
--[ ] Buried Gold Caches, 1 die (10 Resources)
--[ ] Sugar and Flour, 1 die (3 Resources)
--[ ] Medical Supplies, 1 die (5 Resources)
-[ ] Subterfuge, 5 dice
--[ ] Become a Legitimate Business, 1 die (2 Resources)
--[ ] Underground Union Contacts, Pt. 1, 1 die (1 Resource)
--[ ] Off-Grid Membership, 1 die (1 Resource)
--[ ] Backroom Contacts, 1 die (8 Resources)
--[ ] The Inner Circle (Business), 1 die (5 Resources)
-[ ] Activity, 4 dice
--[ ] The Inner Circle (Politics), 1 die (1 Resource)
--[ ] Repeated Outreach, 2 dice (4 Resources)
--[ ] Protection Fees, 1 die (1 Resource)

Resources Available: 104
Resources Used: 41
Resources Remaining: 63

Okay, here's my first draft which currently doesn't use any of the Free Dice. Mostly continuing to do Secrecy stuff while also doing the things that don't burn secrecy.

However, I still have 2 Free Dice left over. What do we want to do with them? Printing? Or one of the Secrecy Cost options in Industry? And if so, do we want to do Downtime Machinery or Historic Weaponry?
 
We do need to be a bit worried about starting antibiotic resistance early buy providing we don't start feeding it yo cow it should be okay
We could push for a early ban on using anti-biotics inteaded for human use on livestock.

We may want to drag a bunch of 20 to 30 year old medical textbooks down time and recueit some doctors to establish a foundation for teaching and distributing that knowledge on a global level.
 
True. Medical supplies are important enough that I'd be willing to spend a 2nd die on them to make sure they're out this month instead of next month.
 
I feel like we should also start Stolen Goods. Odds are we aren't going to finish it in a single turn to get that -15 Secrecy, but if we wait too long we'll not have the two turns on average it'll take to finish it up... and if we do finish it early, we should still have more than enough Secrecy gain to counteract it.
 
I don't want to do Stolen Goods this turn because it was noted IC that the rash of thefts last turn means the cops are paying a lot more attention to any further acts of theft right now.

I'd rather wait another month to see if the heat dies down and police eyes turn elsewhere.
 
[ ] Plan Chimeraguard
-[ ] Industry, 3 dice
--[ ] Buried Gold Caches, 1 die (10 Resources)
--[ ] Renewable Power Stage 2, 1 die (10 Resources)
--[ ] Sugar and Flour, 1 die (3 Resources)
--[ ] Medical Supplies, 2 dice (10 Resources)
-[ ] Subterfuge, 5 dice
--[ ] Become a Legitimate Business, 1 die (2 Resources)
--[ ] Underground Union Contacts, Pt. 1, 1 die (1 Resource)
--[ ] Off-Grid Membership, 1 die (1 Resource)
--[ ] Backroom Contacts, 1 die (8 Resources)
--[ ] The Inner Circle (Business), 1 die (5 Resources)
-[ ] Activity, 4 dice
--[ ] The Inner Circle (Politics), 1 die (1 Resource)
--[ ] Repeated Outreach, 2 dice (4 Resources)
--[ ] Protection Fees, 1 die (1 Resource)

Resources Available: 58
Resources Used: 56
Resources Remaining: 2

Okay, I decided to go for a die on Renewable Power. It's got a high resource per die cost but reduces our costs overall, so I decided it's best to work on it now while we have a surplus. One die probably won't finish it unless we're really lucky, but it's good to make progress now.

Resources: 58, +46 per turn
Actually, a thought here. @notbirdofprey do we have access to both the 58 Resources and the 46 per turn?

Because I'm looking at the math from last turn's industry, where we had 50 RpT and I used 43 of them (and no bank). So that would have left us with 7 Resources carrying over to this turn, not 58. So I feel like the numbers somewhere are off.
 
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Actually, a thought here. @notbirdofprey do we have access to both the 58 Resources and the 46 per turn?

Because I'm looking at the math from last turn's industry, where we had 50 RpT and I used 43 of them (and no bank). So that would have left us with 7 Resources carrying over to this turn, not 58. So I feel like the numbers somewhere are off.

You got a small amount of resources from Sugar Selling and Stolen Goods.
 
Ah, right. 5 Resources from Stolen Goods pt. 1. So that's 7 Resources Bank plus 5 from Stolen Goods plus 46 coming from this turn's income...

So yeah, we have 58 Resources. Okay, so my plan's still (barely) in budget. Though it does make getting Renewable Power a greater priority for driving down costs, so I'll need to see if I can shift around stuff to afford 2 dice on it.
 
Not yet, but we should also consider that ultimately these things exist to be spent. Once we finally break the loop literally everything we leave Uptime will stop existing.
 
Sure, but we've got some time until that happens, and it looks like we're looming closer to the point where our budget becomes thin enough that we don't have the resources to activate all our dice, so at least starting the push towards Renewable Power to drive down costs sounds like a good investment this early on.
 
[X] Plan Keeping Quiet
-[X] Industry, 3 dice +2 Free
--[X] Buried Gold Caches, 1 die (10 Resources)
--[X] Renewable Power Stage 2, 1 die (10 Resources)
--[X] Sugar and Flour, 1 die (3 Resources)
--[X] Medical Supplies, 2 dice (10 Resources)
-[X] Subterfuge, 5 dice
--[X] Become a Legitimate Business, 1 die (2 Resources)
--[X] Underground Union Contacts, Pt. 1, 1 die (1 Resource)
--[X] Off-Grid Membership, 1 die (1 Resource)
--[X] Backroom Contacts, 1 die (8 Resources)
--[X] The Inner Circle (Business), 1 die (5 Resources)
-[X] Activity, 4 dice
--[X] The Inner Circle (Politics), 1 die (1 Resource)
--[X] Repeated Outreach, 2 dice (4 Resources)
--[X] Protection Fees, 1 die (1 Resource)

Resources Available: 58
Resources Used: 56
Resources Remaining: 2

Okay, this seems good enough to send out as my official plan. And it's in an easy enough format for other people to change things to make their own plans.

Decided to go with the Plan name of Keeping Quiet since this Plan stays away from things that reduce Secrecy (except our ongoing work to find Underground Union Contacts.)
 
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