I think there was a small adjustment to our calculations about a turn or two before the hiatus. My memories are a bit blurred on the exact situation. XD
Maybe it was a reduction in 2CCF plant cost along with DEA going up to +5 per turn?
The main thing we needed to watch out for was the rapid-fire closure of plants that starts Q3 2066. If we aren't ahead of the game before that starts, HI becomes a dice black hole.

Oh that was it. Early decommissioning refunds the Labor points.

[X]Plan Sweeping Out the Cobwebs
 
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[X] Plan Burning Political Support
[X]Plan Sweeping Out the Cobwebs
[X]Plan Gremlinstomping
[X]Plan About That Labor Shortage
[X] Plan Bracing for Impact 2.2:
 
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[X] Plan at your Service

Shrug.

Not fond of the red zone mining in the leading plans. Plus I love the tech research investment.

And it's been a while so I might be forgetting.

The Open Hand party crit failed negotiations so inferno gel is getting researched automatically?

And the CRP projects are gone?
 
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On checking it seems that there is only one munitions project this turn. Can we do the Thunderbolt missile project next turn so that the Munitions bureau can actually do something rather than. Let it fallow?

Also, don't we only have 6 Military Die, since we gave one for refits?
 
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Huh I've just realised that mine is the only plan that is developing next gen aircraft to challenge NODs xenotech fighters... so is the plan to just ignore NODs xenotech fighters when we go for Karachi?
Folklore, one thing I really, really hate during discussions is the argument:

"Hey, my plan has X, so I guess I'm the only one who cares about X, and everyone else just wants us to get smashed flat by problem Y!"

Especially when X won't solve Y.

If we develop the Novahawk now, or if we don't, either way it will not be available in time for Karachi. Deployment of a new weapon system takes time in this quest, for good reasons, and we're going to kick off Karachi in six months at this rate.

You have done the thing I really really hate in quest vote discussions.

I will not be voting for your plan now this quarter, for any reason. Sorry.



@doruma1920 , thank goodness you're back! :D

Semi Required Projects:
-Second Generation Continuous Cycle Fusion Plants Phase 5-8: 117/1080 Progress (~13 dice) ~14 dice median
--Requires 3 Labor
--Provides 76 Energy
--Note: Total CCF Energy to be replaced is 144 Energy. We only need 32 Energy ready this plan for the shut downs on Q1 2065 and Q4 2065. However, given we want to be spending Energy on new projects in the next plan, this analysis will account for 2 dice spent on 2CCF for the remainder of the Plan (IE 14 dice) with the knowledge that we don't strictly need more then 32 Energy and that every bit beyond that helps us in the future.

Heavy Industry Total = 26 dice
35 Heavy Industry dice for the rest of the Plan, 9 dice available, 0 free dice required
Notably, this is kind of sidestepping the fact that at two fusion dice per turn, we're generating a surplus of +17 Energy/turn combined with that and the DAE. This is not only a cushion, it's a thick cushion. There's a fairly good argument for not building fusion plants at quite this rapid pace, especially while we're using our Heavy Industry dice to finish North Boston. So while this presents as "nine dice available," I'd say that we'll be doing well enough if we skip fusion construction this turn and next turn, giving us, in effect, "thirteen dice available." It means our surplus erodes a bit more in the short term, and so on, but it's not that much of a problem. However, your analyses tend to be conservative, and there are good reasons for that, so I'm happy.

-Deep Red Zone Glacier Mining Phase 4-5: 28/380 Progress ~4 dice median
--Provides 4 Energy
--Provides 4 RZ Mitigation
--Provides ~150 RpT

-Red Zone Containment Lines Stage 6-8: 54/520 Progress ~5 dice median
--Provides 3 Energy
--Provides 9 RZ Mitigation
--Provides ~45 RpT
Hm. Your combination of glacier mines and the Lines doesn't quite cover our required Red Zone mitigation target. I think you need to include some other project. Or... ohhh, you're planning around completing a MARV hub entirely with Military dice? That, uh, we might end up using Tiberium dice for a lot of the work there.

Also, are you adequately providing for our +RpT target? You have about 250-ish RpT of tiberium projects. Our income target gives us, uh, 390 RpT to go, as I recall. Is the rest coming from taxes, assuming the +20 RpT/turn rate of economic growth increases? That's a reasonable choice in your planning But if the civilian economy doesn't keep churning along at the same pace (say, if the Karachi conflict causes a globally noticeable slowdown in growth), we might need to do some more tiberium mining projects. Fortunately, we have a lot of flexibility as to how we achieve that goal.

Required Projects:
-GDSS Columbia High Density Housing Bay: 0/295 ~3 dice median
--Provides 1200 Space Population

-Lunar Homesteading (Phase 1-14): 0/3500 ~41 dice median
--Provides 14000 Space Population

-Space Population Commitment:
--Total Required: 14450
--Total Produced: 15200

Semi Required Projects
-None

Orbital Total = 44 dice
49 Orbital Dice for the rest of the Plan, 5 available, no free dice required.
That's... good news!

I'm less anxious about plans like Cryo's that try to finish the Columbia bays before the end of the Four Year Plan. Other good news is that this means that we can hopefully stop throwing ~3 Free dice per turn at Orbital soon and shift to more like 1-2 Free dice, sparing the others for Services where all our +Labor projects live.

...

Well, most of our +Labor projects. Past precedent suggests that civilian industry robotics will be under Light Industry sometimes.

In general, I think you're a bit optimistic about how many Tiberium dice we'll need, because we can't count on seven quarters of uninterrupted economic growth to increase tax receipts, nice as that would be. Services is an interesting category because we've got a ton of quasi-mandatory Services projects but we're under no obligation to pick any single particular such project. Military is, of course, always interesting that way, because there's always a ton of military projects that aren't on our mandatory to-do list, but are still really important and competing with the mandates for space. It's good to see that we have some wiggle room there even if we stop spending Free dice on the military.

Bleh. I don't have my notes with me for over a week.

IIRC, we needed to maintain an average of 2 dice on new gen fusion power to remain ahead of the impending wave of plant failures. I think it was also mentioned that we'd be able to decommission early if we had a big enough surplus, which might have benefits.
As Doruma points out, if we keep up two dice per turn on fusion, we'll be in a position to shut down all the first-generation reactors in 2065... when the last plants don't need to be shut down until 2068. That puts us so far ahead of schedule that frankly, I think it's overkill.

If nothing else, I'd rather abstain from fusion plant construction until we get North Boston mostly finished, because having 3-4 dice available for it versus having six dice available makes a significant difference in completion date.

For Karachi, we have no time left for military asset building. Everything is now locked in.
The one thing that might be useful on the military front is the first phase of Initiative Laser Refits. The Shark-class frigates were designed with space for a modern "disco ball" laser weapon, and it's a very easy replacement, so we might get some of those done in time for Karachi if we hurry up and do that specific project. Maybe. It'll also be a good general boost to anti-missile and interception capability, which is nice to have, especially since al-Isfahani is disproportionately likely to have a bunch of missiles that are nuclear-tipped.

For the Space Pop, it isn't clear how we can achieve this. We probably don't have any spare dice for any Bays outside of High Density Housing, and even the Species Restoration Bays are likely coming out of Free Dice.
Lunar Homesteading is absolutely our next move. It's the second generation housing project, and is slightly more Progress-efficient than even adding a high density bay to Columbia would be.

Either we complete umpteen phases of that project, or we complete X phases and then the third generation project becomes available.

I think there was a small adjustment to our calculations about a turn or two before the hiatus. My memories are a bit blurred on the exact situation. XD
Maybe it was a reduction in 2CCF plant cost along with DEA going up to +5 per turn?
The main thing we needed to watch out for was the rapid-fire closure of plants that starts Q3 2066. If we aren't ahead of the game before that starts, HI becomes a dice black hole.

Oh that was it. Early decommissioning refunds the Labor points.
Yes. The problem is that the new plants also cost Labor, so keeping them running early has Labor costs too. We're slightly better off when we decommission the old plants, because the new ones are more efficient. But in the interim we just have two sets of redundant fusion plants in need of work crews.
 
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Folklore, one thing I really, really hate during discussions is the argument:

"Hey, my plan has X, so I guess I'm the only one who cares about X, and everyone else just wants us to get smashed flat by problem Y!"

Especially when X won't solve Y.

If we develop the Novahawk now, or if we don't, either way it will not be available in time for Karachi. Deployment of a new weapon system takes time in this quest, for good reasons, and we're going to kick off Karachi in six months at this rate.

You have done the thing I really really hate in quest vote discussions.

I will not be voting for your plan now this quarter, for any reason. Sorry.
1 That's entirely fair and I feel rather stupid for posting that statement now that I've had some sleep.

2 Was there ever a chance of you voting for my plan anyway? because I wasn't expecting you to vote for my plan at all.
 
Notably, this is kind of sidestepping the fact that at two fusion dice per turn, we're generating a surplus of +17 Energy/turn combined with that and the DAE. This is not only a cushion, it's a thick cushion. There's a fairly good argument for not building fusion plants at quite this rapid pace, especially while we're using our Heavy Industry dice to finish North Boston. So while this presents as "nine dice available," I'd say that we'll be doing well enough if we skip fusion construction this turn and next turn, giving us, in effect, "thirteen dice available." It means our surplus erodes a bit more in the short term, and so on, but it's not that much of a problem. However, your analyses tend to be conservative, and there are good reasons for that, so I'm happy.

I agree, I did the math a bit later, but if we did 2 dice per turn on average for the remainder of the plan, we would have enough surplus energy to offline all of the CCF plants, not just the ones in 2065. Indeed we technically only need one more phase of 2CCF, combined with power over time from DEA, to afford the remainder CCF, by the time they come due. However, that would leave only a small single digit buffer of Energy. I think I'll be moving to advocating for an average of 1 die per turn, IE grabbing a phase every 3-4 turns. With our current cushion, and the DEA, that should be enough to provide for most foreseeable Energy demands, even into next plan. With that adjustment, we have 16 dice available in HI.

For the Economy, even during the Regency War we didn't experience much disruption of economic growth, though admittedly that is because we didn't fight the regency war on NOD's terms, and the Shah has several cans of sunshine. If there is a slow down we will need to adjust, but there is space in the dice budget for adjustments in all categories, save Orbital, and even there space (hah) is available.
 
@Crazycryodude
-[X]Tiberium (7/7 dice, +39) 240 Resources
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0/190, 2 dice (60R) 57%
--[X] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[X] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
The Tiberium section appears to add up to 220 R not 240.

-[X]Military (9/7 dice, +31) 190 Resources
--[X] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (90R) 99%
--[X] Antiradiation Munitions Deployment: 250/265 (Munitions Department autocomplete)
--[X] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[X] Governor-A Deployment (Refits): 66/350, 3 dice (60R) 27%
--[X] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
In the military section the Initiative Laser Systems Deployment is 25 RpD and adds up to 75 R, therefore the military section should add up to 175 R

This means our total expenditure for your plan is (70+90+120+60+220+230+100+175) 1065. 1250 - 120 + 130 - 1065 = 195R as our new reserve.
 
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[X]Plan About That Labor Shortage
-[X]Infrastructure (5/5 dice, +27) 70 Resources
--[X] Blue Zone Arcologies (Stage 5): 29/450, 2 dice (30R) 0%
---[X] 2/5.5 dice needed.
--[X] Rail Network Construction Campaigns (Phase 6): 108/245, 2 dice (30R) 88%
--[X] Trans-American Railroad: 0/120, 1 die (10R) 11%
-[X]Heavy Industry (6/5 dice + Erewhon, +34) 105 Resources
--[X] North Boston Chip Fabricator (Phase 5): 750/1805, 6 dice + Erewhon (105R) 0%
---[X] 6.5/12.5 dice needed.
-[X]Light and Chemical Industry (4/4 dice, +29) 120 Resources
--[X] Bergen Superconductor Foundry (Phase 5): 144/1140, 4 dice (120R) 0%
---[X] 4/12.5 dice needed.
-[X]Agriculture (6/6 dice, +29) 60 Resources
--[X] Reforestation Campaign Preparations (Phase 2): 280/790, 2 dice (10R) 0%
---[X] 2/6.5 dice needed.
--[X] Spider Cotton Plantations (Phase 2) 60/160 1 die (20R) 51%
--[X] Tarberry Plantations (Phase 3+4) 3/130 1 die (10R) 11%
---[X] 97% for Phase 3.
--[X] Strategic Food Stockpile Construction (Phase 5) 149/170 1 die (10R) 100%
--[X] Organ Farming Programs: 81/120, 1 die (10R) 100%
-[X]Tiberium (7/7 dice, +39) 220 Resources
--[X] Deep Red Zone Tiberium Glacier Mining (Stage 4): 0/190, 2 dice (60R) 57%
--[X] Xenotech Tiberium Processing Plants (Stage 1): 0/300, 3 dice (120R) 34%
--[X] Enhanced Harvest Tiberium Spikes: 0/180, 2 dice (40R) 70%
-[X]Orbital (7/7 dice, +34) 170 Resources
--[X] High Density Housing Bay: 0/295, 3 dice (60R) 40%
--[X] Species Restoration Bay (Stage 1): 206/255, 1 die (20R) 100%
--[X] Lunar Homesteading (Phase 1): 0/250, 3 dice (90R) 71%
-[X]Services (9/4 dice, +35) 220 Resources
--[X] Fifth Generation Electronic Video Assistants 0/200 2 dice (80R) 34%
--[X] Cosmetic Biosculpting: 308/345, 1 die (30R) 100%
--[X] Civil Sensory Augmentics Development: 67/120, 1 die (20R) 100%
--[X] Civil Prosthetics Development: 79/120, 1 die (20R) 100%
--[X] Phage Engineering Development: 0/40, 1 die (15R) 100%
--[X] Biowarfare Countermeasures Development: 0/40, 1 die (15R) 100%
--[X] Drone Control Hub Development (Tech) 0/180 2 dice (40R) 72%
-[X]Military (6/6 dice, +31) 115 Resources
--[X] Initiative Laser Systems Deployment (Phase 1): 0/185, 3 dice (75R) 99%
---[X] 3/4.5 dice for Phase 2.
--[X] GD-3 Deployment (Phase 1): 0/180, 2 dice (20R) 49%
--[X] Modular Rapid Assembly Prototype Factory: 168/265, 1 die (20R) 51%
-[X]Bureaucracy (4/4 dice, +29) -120 Resources per Turn
--[X] Transfer Funding to InOps (-60 RpT), 1 die (autocomplete)
--[X] Hand Off Capital Goods to Market (-10 CG), 1 die (autocomplete)
--[X] Transfer Funds to the General Pool (x2, -60 RpT), 1 die (autocomplete)
--[X] Realign Standard of Living (Large Adjustments), 1 die (autocomplete)
-[X]Total Cost: 1080/1130R + 130R reserved, new reserve 180R

Branching off of @Crazycryodude's plan. Big changes are an extra die on North Boston to get it over the halfway mark, in anticipation of pushing for its completion next turn. Doing the 5th gen AEVA (which isn't proper AI tech so should work separately from North Boston) and Drone Control Hub to try to get better non-North Boston tech for dealing with Labor shortages. And Military only has 6 dice per turn now, not 7.

Edit: Switched a die to Food Stockpiles, fixed Orbital having 7/7 dice. Fixed Tiberium costs Thanks to @Rakuhn and @doruma1920 for the corrections.
 
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Branching off of @Crazycryodude's plan. Big changes are an extra die on North Boston to get it over the halfway mark, in anticipation of pushing for its completion next turn. Doing the 5th gen AEVA (which isn't proper AI tech so should work separately from North Boston) and Drone Control Hub to try to get better non-North Boston tech for dealing with Labor shortages. And Military only has 6 dice per turn now, not 7.
You also switched out Strategic Food Stockpiles:

[ ] Strategic Food Stockpile Construction (Phase 5)
While localized caches are useful, more central positioning and expansion of existing larger stockpiles will be critical for allowing GDI to centralize refugee populations and continue to offer key services.
(Progress 149/170: 10 resources per die) (+2 Food in Reserve, -3 Food)

We're about to invade Pakistan, which will very likely involve very large numbers of refugees fleeing to GDI territory. In combination with the probable nuclear strikes causing internal refugees, I think that this is a very time-sensitive and critical project.

Edit: Thanks for updating the plan
 
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On checking it seems that there is only one munitions project this turn. Can we do the Thunderbolt missile project next turn so that the Munitions bureau can actually do something rather than. Let it fallow?

Also, don't we only have 6 Military Die, since we gave one for refits?
Correct on the dice.
So plans Sweeping Out the Cobwebs and Goals and Labor have an extra Military die in there, and are currently illegal.
 
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